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Topic: Question: entry level editing of SS2 abilities and items
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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.

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Is it something simple enough to do with Shocked? Because I can't really compile anything. :(
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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.

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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
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You should be able to get the HUD name to display, or alternative.

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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.

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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.

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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.

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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.

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Hey Zygo, is it possible to set that a creature's maxpickdistance changes when it dies?
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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.

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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.

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

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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".

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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.
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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.

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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.
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Nameless Voice's scripts have a custom movie-via-trap trap available. There's a lot of useful stuff in there.

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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.

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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)

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

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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
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both work for me, even though the first one is kinda slow

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