674391dabdcd1

674391dabf164
6 Guests are here.
 

Topic: Question: entry level editing of SS2 abilities and items
Page: « 1 2 [3] 4 »
Read 6733 times  

674391dabf7a9
Yeah, managed to replicate it so it isn't just you. I do know another way to stick brackets around an enemy you have targeted so you can still do that.

674391dabf89fxdiesp_

674391dabf8f0
Is it something simple enough to do with Shocked? Because I can't really compile anything. :(
674391dabfa2c
It isn't exactly simple, but it is doable via ShockEd. Basically you get the player object to fire off projectiles that stick brackets around an AI if it's in the way- it isn't elegant but it should do the job.

674391dabfb05xdiesp_

674391dabfb50
Thanks. Oh, it's all about choosing between ugly choices now. I could do that with a wide aura on each weapon, but then the HUD name wouldn't appear right? I need that to tell players what class an enemy is*. I could attach the same info on a OnHudUse string, but I was hoping not to (needs eagle eyes).

*warning: energy +1 target detected
674391dabfc32
You should be able to get the HUD name to display, or alternative.

674391dabfd06xdiesp_

674391dabfd54
I was able to fix the fall damage\physics bug.

Apparently, the "Bash 1-8" settings in "Editors -> Gamesys Parameters -> Game parameters" are about this damage. Normally, their value is 0.00 but it just doesn't show the last number: they are really around 0.005. If you set them to zero, the bug shows up; if you reset them to around 0.005, fall damage works in with frobs distance.

674391dabfe22xdiesp_

674391dabfe6d
I'm ready to get back on this, after a week of hiatus spent working on bugs and playtests. In 3.0, the philosophy is: the difference between a mod that changes everything, and a mod that makes everything change, is that in the case of the latter you don't need to read a 100 kb changelist.

674391dabff33xdiesp_

674391dabff80
I have another question... this time it's really basic.

After I highlight all hybrids in a level, can I give them all a specific setting such as a vulnerability metaproperty? Because I cannot just change them all via gamesys, as the hybrids in the level afterwards would be different.

Or can I set that different levels use different gamesys's? That would be ace.

674391dac0028xdiesp_

674391dac0088
Ok, I was driving to work when I realized that the "custom gamesys" you can add in Shocked might have been map specific. This is going to save me a lot of time.

674391dac0140xdiesp_

674391dac01d7
Hey Zygo, is it possible to set that a creature's maxpickdistance changes when it dies?
674391dac02f8
The only way I can think of that might work is to use sources/ receptrons- set an object to be created when the AI dies with a source on it, the receptron pair on the AI would set its pickdistance using the 'set property' receptron setting. It wouldn't be simple in any case.

674391dac03baxdiesp_

674391dac0409
Thanks, I'll see if I can do that. My overcomplicated solution so far has been to replace the dying creature with a similar "corpse" one, which has a different pick distance. Shocked gave me hell to make that work.

674391dac04c6xdiesp_

674391dac0511
Oh, **** this. I noticed that when my corpse creature spawns, the body is positioned correctly but the head is twisted to the default angle.

674391dac05c1xdiesp_

674391dac060d
So, I followed your suggestion and it proved to be much faster. Now, the hybrid is dropping his little invisible object which activates my metaproperty "pickdist".

674391dac06e7xdiesp_

674391dac0735
I would like to make one of those big pop-up texts, just like the "4 years ago, at the Ramsey center" one. That one is the EarthText script: can't I make a new one in Dromed, without making a new script for it? And if so, how the hell do you make a script.
674391dac0872
No need for scripts, you can use a flat custom object and the renderer-> camattach property to attach it to the camera. One of NV's scripts can fade it in/out if you want it to look more fancy and not just suddenly appear.

If you're not going to use newdark you will be limited to 256 pixels, though for short text that ought to be OK.

674391dac0992xdiesp_

674391dac09db
Ah ah, that's pretty great! Never never you could do that. My problem is not knowing enough about traps, so I have to do overlong and ugly stuff for anything remotely sophisticated. In example, tonight I prepared this system:

1) It's a corpse lying on the ground, but has health.
2) You can hack it like a crate, and get the disc inside.
3) Or you can shoot it and get the cybermodules that drop.

That was my idea of a moral choice system. Problems sparked the moment it was a CHOICE, as to say that 2 and 3 are exclusive. So I set that if you shoot it, it gibs (so no hacking possible). And if you hack it... urgh... if you hack it, you get an item that makes itself (by weight limit) and the corpse (by aura receptrons, there's an aura on the item) disappear. But I needed some way to show messages or play videos, as a reward for choosing the good path.
674391dac0ab6
Nameless Voice's scripts have a custom movie-via-trap trap available. There's a lot of useful stuff in there.

674391dac0b69xdiesp_

674391dac0bb1
NV's script worked like a charm. But my formidable plan didn't completely work: I managed to set up with receptrons, that an enter-once-tripwire is teleported around the item area (which does the NV script).

It turns out that if the tripwire is dropped right on top of the player, it doesn't trigger immediately.

674391dac0c68xdiesp_

674391dac0cb3
I am going to the bearpits tomorrow, but to throw myself in: I just realized that the endless odyssey I had embarked on, with the aforementioned system, can be easily performed by turning the creature in a keypad. (and using a trap)

674391dac0d4axdiesp_

674391dac0d96
Man, I just converted everything to switchlinks and it works. I'm looking forward to implement this moral choice system.

674391dac0ef8xdiesp_

674391dac0f4a
I'm at the 3rd revision of the mod, now. The first 2 just weren't interesting enough, once I tested them for a while. The mistake of the classes and rpg system of 1.0 was to be permissive, so you would fail to spot a difference. The problem of 2.0 was that it wasn't intuitive, like a difficulty and weapon rebalance mod that requires you to read a book of a changelist. In 3.0 I want to pair a clearly cut, but most importantly clear class system with some lights story changes (we'll see if they are light enough to be stupid...).

This pic was from the beginnings of 2.0, you can see me striving to present the idea that A) there are enemy classes, B) you need to specialize in all skills at once. One shouldn't need that much text for a strong idea.

http://www.pictureshack.us/images/87481_The_Entropy_Effect.png
674391dac13df
both work for me, even though the first one is kinda slow

You might consider registering here, so you can edit your posts
6 Guests are here.
"Soon" has always been a very angsty and tense word. It's simply ridiculous now.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
674391dac1da7