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Messages - rpc190

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16
Editor Discussion / Re: Custom potions?
« on: July 28, 2015, 09:16:09 PM »
Unfortunately potions are hard coded. If you want to change their graphics or add new potions that do the same thing you can look at the base set located in editor/items/powerup_potion1.xml

17
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: May 31, 2015, 05:15:31 PM »
Man I'm bad at this MoveAI thing..  :-[ can you tell me where it crashes?

18
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: May 30, 2015, 12:56:53 AM »
Fixed! Thanks for posting the crash.

Unfortunately because of how saved games work in Hammerwatch you can't carry over the progress you made to the new versoin.  :-\

19
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: May 09, 2015, 08:02:15 PM »
Well the good news is it was any easy fix and has now been patched. The bad news is if you want to continue you have to download the new version and play up to that point again, my apologies, thanks for bringing this to my attention. Not sure how it went a week without anyone posting anything about it considering it is unavoidable.

If only way I could see you continuing with the current version is this, but it's a long shot:
Spoiler for Hiden:
On the upper side on the interior square on Guardian of Steel if you are playing as the Paladin try dashing past the spikes to open the door in the top right corner. The script that crashed the game trigger whenever you walk past the three torches next to the 2nd Guardian of Steel portal.

20
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: May 09, 2015, 02:24:43 PM »
TheYashasama what version of Hexen were you playing?

21
Wow, I played through this yesterday, it's fantastic. This is definitely the most ambitious and aesthetically pleasing campaign on the workshop. I thought your trees looked perfectly fine to me, and the boat was my favorite piece of art, I raved about it to the person I was playing with.

For those that haven't played through this yet I advise you to do so, also there are spoilers below:

My favorite puzzle ideas were the flame maze that you have to guide the zombies through and the pathing concept of the mine tracks. The only puzzle we couldn't complete was the many staircases puzzle in the crypts. We went down every staircase on both levels numerous times but never figured out what we were supposed to do and ended up having to restart via save since there is no way out.

Even though it was a beta I found it very polished, however we did find a couple of bugs to report:

In the sewers there a room block off by a fence, you can walk through the top part of the fence at least 1 spot.


In the dank forest there are a couple of places where you can get through all the trees, not sure if this really matters to you since you do have the emergency collosion.


In the area where you have to lure the zombies to the fire you can hit the switch on the right even when the firetraps are deactivated and it will play the 'deactivate' animation.

There were a couple of areas where you couldn't shoot through some doodads such as fences, maybe you wanted it this way but the one I noticed the most was the planks in the abandoned mine.

The music definitely has issues with more than one player, we had town music playing while fighting in some caves and jungle. The spider boss music didn't start playing until after we kill him.

When we got the spider boss down to around 20% he stopped functioning and just stood there while we finished it off.

Great work guys, looking forward the future updates.

22
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: March 28, 2015, 04:37:17 PM »
Updated the link for you.

23
Editor Discussion / Re: ScriptLink usage
« on: March 27, 2015, 07:00:47 PM »
You are correct that ScriptLink's only purpose is to group/run multiple scripts together, but I assure you it is very useful. It's kind of hard to explain, but here are some prime uses:

- You can use it for organization purposes which I think is important for more complex sections.
- You can use it for scripts that multiple events will be targeting so that you don't have to worry about linking each event to individual scripts in the group.
- It is very useful for controlling the timing of other scripts which you can't do directly with scripts such as CheckGlobalFlag CheckVariable or PlayerCount.

With respect to your example there isn't really a wrong way to do it, it's a matter of preference. Personally I would choose option B (the middle on) unless the PlaySound / ChangeDoodadState scripts were going to be run by multiple events or run multiple times.

24
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: March 26, 2015, 04:37:53 PM »
Thanks for the feedback Chris, I really appreciate it. I see you guys are very thorough in your play throughs. Most of those were simple fixes and will be corrected in the next patch. I'll respond to a few of the ones that aren't so easy here:

For that that haven't played through spoilers are ahead.

- I think the score not working is out of my control, I have all the same code in menu/gui/end.xml except for replacing the castle with my own image.

- Regarding the panel bridge in Griffin Chapel I'm not sure what you mean by death area overlap, if you are on the bridge when it vanishes you are supposed to die, otherwise you would get stuck. Unless you somehow took damage while the bridge was still active.

- The spike shooter in Guardian of Ice can be avoided by triggering the ice spikes to the left and right to block the spikes while you run through.

- The doors appearing on the minimap is something that needs work but I'm not prioritizing, it mostly occurs in the early areas because I wasn't destroying them after they finished opening since they had to minimap icon in previous versions.

- The rune puzzle in the north-east corner of Guardian of Ice is working as intended, not sure what confused you.

- The lava in Guardian of Fire does very little damage and is working as intended.

- Is the Guardian of Ice bug regarding the checkpoint possibly from an earlier version? The checkpoint seems to be working fine when I tested it.

- I'm not sure what to do about the original powerups being dropped by breakables. They are base assets do if I wanted to remove I'd either have to change the base asset and just keep a backup (which is probably what I'll end up doing) or create new breakables that are part of the hexen mod which would mean replacing every single one.

25
Editor Discussion / Re: Skill of Prist Drain Area
« on: March 22, 2015, 04:16:40 PM »
Unfortunately as far as I know your options are pretty limited. The only way I'm aware of that you can do this is by adding the following line at the very of the actor code (before </actor> of course).

Code: [Select]
<collision static="true" collision-response="false">
<circle offset="0 0" radius="4" />j
</collision>

This will also make so your actor can't move, that's the downside, hopefully that works for you. It doesn't work if you change it to collision static="false" unfortunately. You can try inserting the collision-response="false" into random areas in actor behavior and you might get something since that's what makes it not register but I didn't have any luck with that.

26
Editor Discussion / Re: Skill of Prist Drain Area
« on: March 22, 2015, 12:33:11 PM »
Okay that wasn't the greatest sentence ever constructed, I don't think anyone understands what you're asking for, is it:

A) You want to make an enemy ability that functions like the Priest drain?
B) You want to make an enemy that is the Priest drain doesn't work on?

27
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: March 19, 2015, 10:17:48 PM »

28
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: March 19, 2015, 03:14:26 AM »
Necro'd for major update, check the workshop.  ;)

29
Bug Reports / Re: Trigger - OnLeave Bug
« on: March 17, 2015, 12:33:57 PM »
I mean that is will trigger once whenever the ToggleElement that disabled runs IF a player is standing in the shape assigned to it.

While you're at it I found another one; it seems if you run a MoveAI script targeting an enemy while they are channeling a Whirlwind type skill they bug out and just spin forever without producing any more projectiles. To recreate this plunk down lich_1_mb next to you and set a MoveAI to any point trigger after 5 seconds.

30
Bug Reports / Trigger - OnLeave Bug
« on: March 07, 2015, 08:48:34 PM »
Well I doubt there is much chance of this getting patched but thought I'd leave this here so anyone else who encounters this bug will no the cause.

There is a bug with the AreaTrigger - OnLeave script; it seems if it is disabled through a ToggleElement script it will trigger if someone is standing it the area at the time. I have attached a map recreating this bug.

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