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Topics - KptnKook

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Editor Discussion / Basic (door)Key mechanism?
« on: August 29, 2013, 01:30:43 AM »
I realized, that i don't even know how to open a door, after taking the bonus_key. how do i trigger, toggle or set this up?
i don't know how to detect that a key was picked up.  ???


Editor Discussion / activate backwards hp regen. namely poison player
« on: August 28, 2013, 06:27:48 PM »
How can I determine, if a player is hit by an enemy? or how can i activate the backwards hp regeneration effect on one player, after he got hit by a predefined "poisonous" enemy?

i did not manage to beat the game until now... are there poisonous enemies, which i can look into?

Editor Discussion / Target Players for Projectile direction
« on: August 27, 2013, 02:45:02 AM »
any way to give an projectile shooter the player's coordinates as a target instead of up, down, left, right?

or lets say the boss_death_knight being able to shoot his projectiles in the players direction instead of in a circlespread?

I wonder if i can bind a new key to toggle globalflags in order to indirectly be able to add kind of skills and events?

Also, can diverse attacks be detected and distinguished? i would want the system to distinguish between arrows or fireballs for example, so that it can behave differently. things could be set on fire or other ones activated only by arrow etc.

and while i'm on it anyway:
i could basically add new categories and items which could be seen in the minimap hud? i want to add rope-consumables, it would be fitting next to the skull and money display. with a mix of tilemapping and globalflags which counts how many ropes got used and bought, it would be possible, wouldn't it? ???

thank you

Technical Support / Editor tilemap ressource error
« on: August 23, 2013, 12:39:16 PM »
 :o hey,

after reloading ressources, my default tilemaps gone missing, yet they are untouched at the same place. any level that i load now gives me an error message that i can continue, but displays all my tilemaps as white, as if they are not available. i don't know how to link the editor to the right asset folder. anyway i dont really know, why this error occurs, i cant even start a new map, the tiles are chooseable, but displayed plain white.

after reinstalling hammerwatch, error still there. starting editor new works, but after loading any game, there is an error and the ressources vanish.

here is the log:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
   at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
   at TiltedEngine.SValue.ParseXMLNode(XElement node) in C:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\SValue.cs:line 197
   at TiltedEngine.SValue.ParseXMLNode(XElement node) in C:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\SValue.cs:line 186
   at TiltedEngine.ResourceBank.LoadBehavior(XElement root) in C:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\ResourceBank.cs:line 813
   at TiltedEngine.ResourceBank.LoadActor(XElement root, String name) in C:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\ResourceBank.cs:line 827
   at TiltedEngine.ResourceBank.LoadXML(String name) in C:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\ResourceBank.cs:line 170
   at TiltedEngine.ResourceBank.LoadModResources() in C:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\ResourceBank.cs:line 85
   at TiltedEditor.TiltedEditorViewControl.LoadResources(String mod)
   at TiltedEditor.TiltedEditorForm.reloadResourcesToolStripMenuItem_Click(Object sender, EventArgs e)
   at TiltedEditor.TiltedEditorForm.SetMod(String mod)
   at TiltedEditor.TiltedEditorForm.openToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************

Editor Discussion / Hide spawnedobjects :o
« on: August 20, 2013, 04:47:33 PM »
So, the hide function won't work on the spawnobjects script.

i need a spawned wall, which immediately gets invisible and blocks the path with its collision.
how can i hide spawned objects afterwards?


Editor Discussion / Hit-Triggers for Levers
« on: August 20, 2013, 03:28:54 PM »

It seems that you can only check for a hit on defined breakables and enemies, but not on object like the trigger-lever..
What i would want, would be a hit area, so that the player can toggle levers on purpose by hit.

is there any other way, than creating a fully transparent breakable, and place it on top of the lever? if there is a nicer solution i would be glad to hear it. thanks for suggestions.

btw. which scriptline is defining an object as "hitable"? maybe i can add the line to the lever?


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