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Topic: [Obsolete] SS2 Flatliner AdvancedMod 0.34
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673fb0b6b40b8The black devil

Re: SS2 Flatliner AdvancedMod 0.33
673fb0b6b4132
I know this sounds ridiculous but you said this mod is usable with UARMM, right?

So why I am finding this mod to be in conflict with my UARMM?

673fb0b6b41d5The black devil

Re: SS2 Flatliner AdvancedMod 0.33
673fb0b6b4229
And I'm using version 0.33
Sorry about the double post, I'm just dumb.

673fb0b6b4405miracle.flame

Re: SS2 Flatliner AdvancedMod 0.33
673fb0b6b4459
Because the gamesys file replaces the one from UARMM. You just ignore the warning and go ahead to overwrite the gamesys. I didn't think of this to be misunderstandable, I'm sorry.
I've updated Quick Guide with the info how to enhance UARMM with flatliner's gamesys by ignoring conflict.

673fb0b6b44f4The black devil

Re: SS2 Flatliner AdvancedMod 0.33
673fb0b6b4542
Would the same be said for Zygoptera's Randomiser mod if I'm using UARMM?

673fb0b6b45d1miracle.flame

Re: SS2 Flatliner AdvancedMod 0.33
673fb0b6b4621
No, randomiser is not compatibile wih UARMM
Re: SS2 Flatliner AdvancedMod 0.33
673fb0b6b47db
I have one small problem. Im using adaob 0.2.9, sthup, psi-amp and and mute-security-camera-bleeps mods (and this mod version 0.33  ofc). Everything else works fine but when I use medhypos I use 2 meds instead using only 1. All other hypos works normal and it's quite annoying when playing impossible difficulty and you need only to use 1 hypo to get full health but instead one is wasted.

I installed adaob first as you told in one post and then this one and I have started new games but still this happens. I had this problem when I had modmanager 3..something something and I still have when using version 4...something something.

It's not a big problem but it would be nice if it is fixed.

673fb0b6b4879miracle.flame

Re: SS2 Flatliner AdvancedMod 0.34
673fb0b6b48c6
Indeed a strange bug.. nobody noticed before?
Nice perception.

..um..fixed
Re: SS2 Flatliner AdvancedMod 0.34
673fb0b6b49a5
Medhypos work normally now. Thank you  :)

673fb0b6b4ab8voodoo47

Re: SS2 Flatliner AdvancedMod 0.34
673fb0b6b4b57
..this mod just screams to become an official part of ADAOB-I have always considered the dumb behaviour of cameras as an anomaly.
Re: SS2 Flatliner AdvancedMod 0.34
673fb0b6b4ccd
Well I wouldn't mind if hacking cameras was an alternative to breaking them in ADaoB. Then again Secmod already does that.
Re: SS2 Flatliner AdvancedMod 0.34
673fb0b6b4df6
I like this mod enough to use it anyway but there's  a problem... the alarm goes off when I cause a new area to load, e.g. immediately after the first bulkhead in the game, and at the start of engineering. I use 0.34 with ADaoB. Am I the only one with this problem?
« Last Edit: 29. September 2012, 03:46:05 by Roenie »
Re: SS2 Flatliner AdvancedMod 0.34
673fb0b6b4f03
Is this compatible with the 2.4 patch since it has ADAOB built in? I really like the idea of killing a camera sets off the alarm.

673fb0b6b4fc7voodoo47

Re: SS2 Flatliner AdvancedMod 0.34
673fb0b6b5018
2.4 patch does not have ADAOB built in. a 2.4 patched install of SS2 is compatible with all gameplay and graphics mods, just like 2.3 was.

673fb0b6b5253miracle.flame

673fb0b6b52ac
I'd love to make this [obsolete] mod a DML one as I remember those cameras had really cool death effects and mechanics.

I have yet to find out how DMLs work but making this mod should not be terribly complex. Technically these are the required changes for the objects:

Code: [Select]
Security Camera (-367)

Responses - Threat response: {Damage; Script message(Message,MsgData1,MsgData2);CameraAlert;Nothing...}

Act/React - Receptrons:
ID        Object     Stimulus    Min     Max    Reaction       Target     Agent
00200009  -367        -385       0.00    None   Damage Object     -2      -257
002000A3  -367        -4476      0.00    2.00   Freeze AI
002000DC  -367        -4476      0.00    2.00   Add MetaProperty  -2      -4477

Game - Damage Model - Hit Points:10; Max Hit Points:10

GameSys - Hack Text: CamHack: "Hack to disable security camera."
          HackDiff: {60;7;2.00}

Links - Corpse: to Camera Sparks -4478, to Camera Corpse (-1161)

Obj - Required Tech Skill: {1;0;0;0;0}

Scripts - Objlist Arg: NVRelayTrapOn="Slain";NVRelayTrapOff="Null";NVRelayTrapTOn="Alarm"
         Scripts: {cameradeath; NVRelayTrap; cameraalert; turret; Don't inherit-FALSE}


Hacked Camera (-4477) (inheriting AI States -1072)
AI - AI Core - Team: Neutral
scripts: {basemonster; cameradeath; Don't Inherit-TRUE}


camera sparks (-4478) (inheriting electrical sparks -2216)

Links - to -367
SFX - Particle Launch Info: {Launch type - Bounding Box; Velocity Min x-3 y+3 z-1; Velocity Max x+3 y+6 z+2; Min time 1.00; Max time 1.00}
      Particles: {Active-TRUE; Particle Render Type-Single-colored squares; Particle Group Animation-Immobile; number of particles-80; size of particle-0.01; gravity vector-z-4; color-33; alpha-255; particle fade time-0.20; launch period-0.03}



Camera Corpse (-1161)
Links - ~Corpse: from Security Camera (-367)
Obj-Object name: dcam: "Destroyed security camera."
-Scripts: don't inherit=True


That should do the trick.
Any help or pointers please?
« Last Edit: 11. October 2018, 21:37:34 by miracle.freak »

673fb0b6b5396voodoo47

673fb0b6b53ea
sure.

the usual question - do you want to learn how to dml, or do you just want the mod?

673fb0b6b5533miracle.flame

673fb0b6b5590
Honestly I just want it to happen. It is not exactly a mod of mine in the first place, the idea and half the modding was done by Flatliner and NV scripting by NamelessVoice obviously. I'd love to learn to mod via DML however that might take a very long time considering how much free time I have on my hands these days.

The odds of me making this happen depend on these factors.. or answers

- is it even possible and if so- how long would it take to learn how (within few hours?)
- how long would it take to implement for someone skillful already (within half an hour?)
- is even someone like that willing to do so
Thank you for the useful link, I'll have a look once I have some really free time.

673fb0b6b5684voodoo47

673fb0b6b56d6
a smart person with some coding experience could probably learn how to create dmls in a couple of days (but you also need to know your way around Shocked, so you would not only know how, but also what to actually do).

just implementing hackable cameras would be maybe a hour or so (testing included)? assuming the changes you quoted are the only ones that need to be implemented.

usually I'm the guy taking requests for quick dml mods, however not a chance in the next four weeks or so.

673fb0b6b577amiracle.flame

673fb0b6b57c7
I'll see if I can beat it within four weeks.

673fb0b6b5a37miracle.flame

673fb0b6b5a7d
Oh, cool... it took me cca half an hour to do this.  :awesome: Or at least I hope utilizing the amazing feature "Export Single as DML" (which someone smart cleverly implemented) for all the required objects and then just merge and trim the redundant entries is all that's needed here. Actually the trimming was the most time-consuming part.

Is someone adventurous willing to test it? Or even quick-fix it? Of course it might not fully work if I've missed something mandatory (I've not fully understood the note about stims exported with '++' so I am not sure if I have it properly implemented).

And @Kolya I return the greeting. The old memories of good times wash me over nostalgically. We were so young and it was so much fun.  :thumb: I am looking forward to remake some obsolete mods and maybe even make some new!
[AdvancedCam.gam.dml expired]
« Last Edit: 14. October 2018, 21:31:59 by Moderator »

673fb0b6b5c47voodoo47

673fb0b6b5c95
very quick check - some redundant stuff going on (whatever doesn't need to be set, can be skipped), however there are some warnings about trying to assign stuff to non-existing archetypes, and also watch out, "Camera Corpse" archetype is now used for the rick turret corpse, so you can't use it if you want to be compatible with a tool patched install.
LOG: dpPatch> WARNING: no object named "camera sparks" was found, skipping
LOG: dpPatch> WARNING: invalid object id 0, skipping
LOG: dpPatch> WARNING: "CamStim" is not a valid stimulus (receptron for obj -367), skipping
LOG: dpPatch> WARNING: "CamStim" is not a valid stimulus (receptron for obj -367), skipping
LOG: dpPatch> WARNING: no object named "Hacked camera" was found, skipping
LOG: dpPatch> WARNING: invalid object id 0, skipping
LOG: dpPatch> WARNING: no object named "Hacked camera" was found, skipping
LOG: dpPatch> WARNING: invalid object id 0, skipping
LOG: dpPatch> WARNING: no object named "Hacked camera" was found, skipping
LOG: dpPatch> WARNING: invalid object id 0, skipping
LOG: dpPatch> WARNING: no object named "camera sparks" was found, skipping
LOG: dpPatch> WARNING: invalid object id 0, skipping
LOG: dpPatch> WARNING: no object named "camera sparks" was found, skipping
LOG: dpPatch> WARNING: invalid object id 0, skipping
remember, a dml conversion is only doable if you don't need to create new archetypes.

673fb0b6b5d56miracle.flame

673fb0b6b5dab
Ahhah, so this is not doable? New archetypes are indeed needed. Aren't there some dummy or useless archetypes in hierarchy that could be used and remade into new objects?
« Last Edit: 14. October 2018, 15:43:53 by miracle.freak »

673fb0b6b5e7bvoodoo47

673fb0b6b5ed3
depends on how many do you need - if we are talking vanilla gamesys, there might be one or two, but they might not be the best choice as some mods already use them.

SCP gamesys has ten empty archetypes for modding purposes (DML1-DML10), those would be ideal for this, but that would mean your mod would require SCP.

673fb0b6b5f94miracle.flame

673fb0b6b5fe1
Would it be a good idea to Toolpatch the game with new gamesys file that would have a whole new section of thousands dummy objects added that could provide room for extended DML modding requiring new archetypes? A document listing all used dummy archetypes could be supplied after each new mod containing new archetypes...

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