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Topic: SS2 Scripting Read 2707 times  

67510ccfbe88f
Quick question, TF.  I really like the idea of objects responding visually when you interact with them.  I notice that both Secmod and Alya have this feature.  I'd like to transfer both mods' interactive objects over into the UARMM missions along with making the level lighting darker.  I don't feel comfortable with the added difficulty Secmod and Alya bring.  I'm pretty much new to modding SS2, and haven't played SS2 much to begin with.  I just want to update the overall visual quality.

Am I right in assuming that this feature is caused by a script?  Do you mind pointing me in the right direction so I can incorporate this feature?  I figure I can use Shocked to lower the lighting levels on the UARMM missions once I learn how to use it.

Thanks for any help you can provide
67510ccfbecfd
Quick question, TF.  I really like the idea of objects responding visually when you interact with them.  I notice that both Secmod and Alya have this feature.  I'd like to transfer both mods' interactive objects over into the UARMM missions along with making the level lighting darker.  I don't feel comfortable with the added difficulty Secmod and Alya bring.  I'm pretty much new to modding SS2, and haven't played SS2 much to begin with.  I just want to update the overall visual quality.

Am I right in assuming that this feature is caused by a script?  Do you mind pointing me in the right direction so I can incorporate this feature?  I figure I can use Shocked to lower the lighting levels on the UARMM missions once I learn how to use it.

Thanks for any help you can provide

EDIT: If I'm reading the tutorials right, NVScript.osm (NVSafe) script and the motiondb.bin file control what objects animate when you interact with them.

67510ccfbef46Nameless Voice

67510ccfbef99
NVScript is used for a lot of things in SecMod.  The script you're referring to there, NVSafe, is used to make safe doors for Thief, and I have no idea if it even works in SS2.

Motiondb.bin controls AI animations, not static objects.
67510ccfbf0a7
Thanks for the clarification.  Can you point me towards some tutorials that might show how to make world props react to being clicked on?  I may have missed it, but I didn't see animated desks and such in the obj files in Secmod, and certainly don't recall seeing animated stat upgrade stations in Alya.

67510ccfbf485miracle.flame

67510ccfbf4e0
Quick question, TF
....
Thanks for any help you can provide

tf will never answer you to those questions. The animations are mostly made via S&R and tweqs... probably the two most difficult fields in ShockEding. You'll be better off asking Rainalkar.
67510ccfbf5d9
Thanks.  Guess I'll post the question over in Rainalkar's thread.
67510ccfbf708
Hello Raikalkar,

I'm trying to pull together some atmospheric tweaks to the existing maps using UARMM as the foundation, and one of the key things I'd like to include is object that animate when the player interacts with them, such as the backlit information screens and stat boost booths available in Alya.  Could you point me to some methods on how to do this?

I appreciate the help.
67510ccfbf9e3
Thanks.  Guess I'll post the question over in Rainalkar's thread.
No, you won't. The threads you posted in are for discussing these mods. Not for your own project.
67510ccfbfaf5
I apologize.  I posted in those threads for two reasons.  One, to ask them directly for advice (and not have it buried in a location where they might not look), and two, because I couldn't find a method of beginning a thread as a guest in this forum.
67510ccfbfc0f
No need to apologise. You may want to read the Help (top button row) sometime though, as it explains why you couldn't start a new thread in the Modifications forum and gives you the opportunity to register an account which is recommended (but not ultimately necessary) if you want to get actively involved. And don't worry, TF and Rainalkar will find your thread.

67510ccfbfd61
Thank you.  I will likely register shortly.  I am currently reading the ShockED tutorials about S&Rs and Tweqs.  Once I figure this out, I'll probably pass the code off to miracle.freak to see if he'd want to incorporate it into UARMM.  It's not a mod that would stand on its own.

I'd like to see particle effects for weapons and enviromental explosions also updated.

I just want guns and maps revised the way models and textures are with Rebirth (or Arcanaic) and SHTUP.  UARMM is pretty much there for the maps.

67510ccfc002aRainalkar

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I'm not really into SS2 modding these days due to lack of time and Alyamod revision is standing on half-completeness, I don't even have SS2 installed. But I can let you know exactly how was security panel lighting when frobbed created, and level lighting changed - but in a few days, so that I don't speak out of my head. Btw, Alyamod's gamesys is as user-friendly as possible (you have to be TF to learn anything from Secmod's ;), that is a horror) so I think you can figure a lot of stuff on your own.
67510ccfc021c
I appreciate the help, Rainalkar.  I am doing a compare/contrast of UARMM levels and Alya levels.  The test props I know react in the medci levels (Info Panels, Recharge Station, Stat Boost Panels) all have an extral Act/React node in their trees.  I figured I'd copy+paste them from an Alya mssion to a UARMM mission to test, but I've noticed that a whole number of stimulus types aren't available in the UARMM versions.  I have opened the Alya Shock2.gam file in Shocked, but all I'm seeing is a blank map.  I guess I'll have to look through the shocked archive more to see if there is an alternate program to read the gam file.

Knowing how each of those props behave may allow me to implement similar code with other interactives.
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Ha! Should've looked harder.  Just stumbled onto the Object Hierarchy editor in ShockED's tools folder.

67510ccfc0400miracle.flame

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There's something you have to understand at first. Every map and objects there inherit all their properties and parameters from Object Archetypes (those objects have minus before their numbers) that are stored solely in gamesys (shock2.gam). Only on the map the physical objects (without minus) can have some of the properties altered to work only for that particular object on the particular map. Everything basic is usually saved in Archetypes...
When you opened shock2.gam in ShockEd you couldn't see any map because it's "just" the gamesys. You can access the Archetypes hierarchy in ShockEd by pressing F5. And remember that the hierarchy goes the other way that you would usually expect. ;)
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So out to in and bottom up?  Editing one archetype parameter for trainers sounds a lot less daunting than hunting through every map for them. :P

Thanks for pointing out the F5 command.


67510ccfc05dfRainalkar

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Every child inherits properties from its parent in the hierarchy, unless it has the property defined on itself.

67510ccfc06d4miracle.flame

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oh and when you load any .mis file it will automatically load shock2.gam gamesys as well.
67510ccfc080e
OK.  I need to sit down with ShockED in a bit and F5 a MIS file to see what it looks like between UARMM and Alya.
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