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Messages - rpc190

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1
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: June 02, 2016, 01:59:22 AM »
Bump for great finished map justice.

2
Bug Reports / Re: Editor test crash?
« on: May 18, 2016, 09:07:26 PM »
Ah the power of necro posts! Kovo if you want to link your map here I can take a look at it.

turtleband if you happen to still be stuck on that map and be browsing this forum a year later I have a solution for you that I wrote up before I noticed how old this thread is:

Spoiler for Hiden:
turtleband, the crash on your map is caused by the projectile shooters in the middle of the map. You have them linked to retrigger the TimerTriggers which creates an infinite loop. TimerTriggers go off by themselves on the set interval. If you remove the links between the three projectile shooters it should run fine.

Looking at other parts of your scripts it looks like you might not 100% understand how linking works. If you link two scripts (ctrl+alt+left click) if causes the original node to run the other node, this does not only apply to trigger scripts. Your idea of the companion is very interesting, keep up the good work.

3
Resources / Re: Some custom player sprites of my own
« on: May 12, 2016, 12:31:34 AM »
These are great, the knight is particularly well done.

4
Editor Discussion / Re: Removing lower layers of tiles
« on: April 10, 2016, 08:02:25 PM »
With respect to the tile thing there is no way to cancel based on where other tiles are, if you are really concerned with space saving you will have to be more precise with your tile placement.

I'm not sure what you're talking about with the script text, but I don't think such a feature exists now if it ever did.

5
Editor Discussion / Re: Good/bad ending?
« on: March 22, 2016, 12:30:15 AM »
Well if you're talking about just a bunch of events that happen only if you picked up the item then it's as simple as adding a Global Variable to be turned on when the item is picked up via a ObjectEvent.

But assuming you are talking about the splash screen that gets displayed at the end I can shed a little bit of light:

I believe the triggers for the two different screens are hard coded, you get the 'bad' ending by triggering a GlobalEventTrigger with Event set to "end_game" and the 'good' ending by doing the same with the Event set to "end_game_survive". Then it's just a matter of making the splash screens and any moving parts for it, which can be tricky.

Have a look at menus/end.xml , menus/end.png , and menus/gui/end.xml to get an understanding of what you will have to change. I think it is likely that you will have to stick with castle-broken for your 'good' ending image name, as I can't seem to find in mentioned in the gui folder. The developers could probably clarify this.

6
Editor Discussion / Re: Custom vendors
« on: December 30, 2015, 10:31:25 PM »
I'm not sure what to tell you, so I linked a working version of a repeatable custom vendor event. Hopefully you can discern what is going wrong by comparing it with what you have.

https://www.dropbox.com/s/xwk3qy9uoi6a57m/Custom%20Vendor.zip?dl=0

7
Editor Discussion / Re: Custom vendors
« on: December 28, 2015, 10:20:08 PM »
Ah my mistake.

It should work with it set to remove. Make sure the ChangeUpgrades category is set to the same as your Tweak item. Also note that making the purchase will pause the game in single player until the shop window is closed. You must close and reopen the shop window for the item to restock.

8
Editor Discussion / Re: Custom vendors
« on: November 20, 2015, 11:39:34 PM »
Attach a ChangeUpgrades script to your EventTrigger that fires when your item is purchased. Set the Change to Set and the Category to whatever the dictionary id is for your item.

9
Editor Discussion / Re: Fleeing monsters
« on: November 10, 2015, 09:56:22 PM »
Negative moment! Brilliant idea.

10
Editor Discussion / Re: Fleeing monsters
« on: November 08, 2015, 09:55:23 PM »
Short answer, no. Long answer, kind of.

Two ways to accomplish this. The first which I don't really like would only work in a controlled environment (like a boss fight) and would involve using a lot of MoveAIs to pathnodes that turned on and off based on where the player is. It would a lot of scripting but it could work.

The second way which I think is far superior would be to use the blink ability which can be assigned to a caster or composite actor. Note that there is a different between a blink and teleport ability. Blink is inherently defensive, it will always be away from whichever player came in range to trigger the blink. So you could assign a short distance blink on a low cooldown and it would have the effect of running away from players if they got close. You could further control this during a boss fight by attaching conditionals to the blink skills based on global variables. The hard part and downside to this is animating it to be running away is next to impossible unless you have an enemy that looks the same when moving in all directions.

If you want to play around with this try making a copy of lich_1_elite. Remove it's seeker ability and modify blink to be something like this:

Code: [Select]
<dictionary name="blink">
<entry name="timer"><int>150</int></entry>
<entry name="range"><float>1.5</float></entry>
<entry name="dist"><float>1</float></entry>
<entry name="effect"><string>effects/particles.xml:none</string></entry>
<entry name="sound"><string>sound/misc.xml:none</string></entry>
</dictionary>

Have fun chasing that around.

11
Editor Discussion / Re: class restriction
« on: November 08, 2015, 09:08:43 PM »
It is not possible to do so.

The only things you could do would be to state in the description or with text at the start that it is for one class only and if the class permits it make a section at the very start that only that class to escape (ie thief grapple, paladin dash, ranger superior range).

12
Editor Discussion / Re: Make spawned monster follow path
« on: October 16, 2015, 10:49:56 PM »
Right click any SpawnObject while in the selection mode for a script such as MoveAI and you will get the option to select 'Last Spawned'. A quick word of warning this doesn't work if the spawned object is a prefab, so keep that in mind when planning.

13
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: October 14, 2015, 12:23:13 PM »
First download the map here: http://tinyurl.com/qcls5rz
Second move to the following folder within your Hammerwatch directory C:/.../Hammerwatch/levels/workshop

It might be different since you're using the GOG version, so likely C:/GOG Games/Hammerwatch/levels

14
Editor Discussion / Re: Custom vendors
« on: October 12, 2015, 07:48:56 PM »
I only once ever tried to use that technique for strings and it didn't work. Maybe copy the whole english.txt to your map folder if you haven't tried that. I've always just named things in their .xml.

15
Editor Discussion / Re: Custom vendors
« on: October 08, 2015, 11:14:01 PM »
Okay I think I know what you're going for, here's how to do it.

Your custom campaign should be a full directory containing the same folder found within C:/..../Hammerwatch/editor. If not, well read this thread on how to make it so: http://hammerwatch.com/forum/index.php?topic=2026.0

So once you have that setup, the Tweak is where most of the script for each shop is. I've attached the script they used to the gamble shop in the desert campaign. You should probably just copy that into your Tweak folder and rename it whatever you want. Now let's at setting up the shop, it should look something like this:

Code: [Select]
<tweak>
<params>
<dictionary>
</dictionary>
</params>
<upgrades>
<dictionary id="shopid" cost="99" cat="shopcategory" shared="true"
name="shopname" desc="shopdescription" />
</upgrades>
</tweak>

Some of these are self explanatory, what's mostly important are dictionary id and cat.

Dictionary ID will be the global event that is fired whenever this is purchased. More on this in a moment.
Cat refers to which vendor to hold the item, which you must reference in your Shop script within the Hammerwatch editor.

For your item to appear you will need to create a GlobalEventTrigger script with Event: set to match your Dictoinary ID. Then attach that to a SpawnObject script that will create your item.

Hopefully this is what you were looking for.




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