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Messages - rpc190

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31
Editor Discussion / Re: Glowing Tilemap???
« on: September 29, 2014, 07:59:44 PM »
It looks like you've made a custom tilemap there judging by the picture. If you want it to glow you will have to copy the image on your tilemap 3-5 times and change the brightness/contrast/etc. on each one in sequence then change your tilemap code from:

<frame>0 0 0 0</frame>
to
<frame time="200">0 0 0 0</frame>

copy that 3-5 times then change the coordinates based on however you set up your image. Here is some example code:

Code: [Select]
<tileset level="-300">
<sprite scale="16">
<texture>tilemaps/waterset2.png</texture>
<frame time="200">0 0 64 64</frame>
<frame time="200">64 0 64 64</frame>
<frame time="200">0 64 64 64</frame>
<frame time="200">64 64 64 64</frame>
</sprite>
</tileset>

32
Editor Discussion / Re: Automatic projectile shooter
« on: September 08, 2014, 07:15:03 PM »
Rather than explain it I created an example map for you, hopefully you can dissect this:

33
Editor Discussion / Re: Automatic projectile shooter
« on: September 07, 2014, 07:38:46 PM »
In order to make what you want create a TimerTrigger script for each ProjectileShooter and set it to be disabled by default. Set your AreaTrigger scripts to trigger ToggleElements that will target the TimerTriggers. If you want to be lazy about it then you can set your AreaTriggers to exit/enter and then set your ToggleElement scripts to toggle, however this won't work properly when you have more than one player. It will still work moderately well with multiple players but if you want to be more polished then you need a variable for each timer that is increased by 1 when someone enters and decreased by 1 when someone leaves, then set your TimerTrigger to only run when the variable is greater than 1.

34
Bug Reports / Toggle Immortality - Move AI Bug
« on: August 29, 2014, 06:08:25 PM »
I just spent about three hours tearing my hair out only to eventually fine this bug. It seems that when an actor is under the effects of a Move AI command they cannot be affected by a Toggle Immortality script. While this only occurs in niche situations I believe it is a bug. I have attached a map that recreates the bug that uses only base assets.

35
Editor Discussion / Re: Editor Shadows Problem
« on: July 15, 2014, 01:51:57 AM »
I can't speak for everyone else but I can't see anything put in [ spoiler ] [ /spoiler ]. Can you respost your screenshots or attach your doodad?

36
Editor Discussion / Enemy Pathfinding Question/Issue
« on: July 15, 2014, 01:50:07 AM »
I ran into an issue today with enemies trying to fit through smaller openings. When a 2 square (64x64) opening is left the enemies pass through fine as seen in the first screenshot. However if you move the two boxes in even one notch on the smallest grid scale the enemies are reluctant to go through unless herded as seen in screenshot 2. They will happily wait outside if you run inside the closed area even though they could easily fit. I imagine this is because something in the path finding works on a 32x32 scale and considers a space occupied even if it is only partially so? Wondering if this would be a lot of work to change / if you would consider it or if you have a solution.

Screenshot 1: Fine Pathing


Screenshot 2: Enemies Sleeping

37
Custom Maps / Re: [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: July 03, 2014, 08:41:52 PM »
WARNING SPOILERS

Can any one else confirm that you can't complete the game? It's actually difficult for me to test.

Are you sure you hit all switches? Did the you solve all sixths of the puzzle on seven portals? There are two in each Guardian. After which an passage on Seven Portals should open opposite to where to the starting portal is.

38
Custom Maps / [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: July 02, 2014, 11:49:02 PM »
Edited to reflect final version [06/01/2016] [/necro]

Hexen: Beyond Hammerwatch
A series of Hammerwatch maps based on the game Hexen. Major update adding new additional hubs, Shadow Wood and the Heresiarch's Seminary. Now includes 7-10 hours of play time, 4 bosses, 3 hidden maps and much more.

Download on Steam Workshop.
Or Here: http://tinyurl.com/jpwt92f   [Updated 06/02/2016]

What To Expect
  • Medium - Hard difficult depending on ability.
  • Many custom assets including music, enemies, tilesets.
  • 15-20 hours play through depending on abilitiy.
  • A range of medium challenging puzzles.
  • Many difficult traps to avoid.
  • Hexen themed stages with elements similar to the original game.
  • Unique bosses that go beyond shoot and spawn style.
What NOT To Expect
  • A stage by stage recreation of Hexen, it doesn't work that way when ported over.
  • A perfect game, there will be bugs.
Screenshots





Enjoy.


39
Technical Support / Re: Custom Map Crashing Others
« on: June 10, 2014, 12:42:10 AM »
So my previous issue seems to have taken care of itself, I suspect it might have had something to do with improper minimap icons for some custom assets but I'm not sure.

For anyone still interesting in helping me troubleshoot here's one for you:

Player 1 creates a map and runs it through levelpacker.exe. He then hosts a game using said map that Player 2 proceeds to download. The game starts fine, except that there are some elements on Player 1's screen that do not appear on Player 2's screen. When Player 1 interacts with these elements it causes Player 2's game to crash. Note that there are custom assets that appear fine for both players.

40
Technical Support / Custom Map Crashing Others
« on: June 08, 2014, 06:06:28 PM »
For some reason the map series I have created crashes during multiplayer for everyone else except for the computer is was created on. I'm 99% sure levels/info.xml's are created properly. I've verified that if someone who crashed on the original map takes them prepacking and packs them on their computer then they can play crash free, also all of the levels play fine in test editor. The error log gives the following message:

Code: [Select]
UNHANDLED EXCEPTION - 6/7/2014 8:09:44 PM - HMW 1.22 ---
System.ArgumentOutOfRangeException: Radius must be more than 0 meters
Parameter name: radius

I've tried looking through all of the custom content and the maps in xml format for a mention of 'radius' but haven't come across anything.

41
Editor Discussion / Re: Enemy Armour
« on: June 07, 2014, 12:55:31 AM »
That is a good idea, it comes with problems as I want to tie the effect to an animation and have it toggle on and off periodically, but I'll fiddle with it and maybe come up with something, thanks.

42
Editor Discussion / Re: Enemy Armour
« on: June 06, 2014, 11:21:02 AM »
You pretty much summed up what I'm looking for in your last bit. Needs to be for 1 type of non-boss monster and only that monster, toggled on and off with use of an ability. I didn't consider the toggle immortality script an option because if there are hundreds on this monster on one map then it isn't very practical to use it.

The healing idea is decent, but it would mean that a partially damage monster would regenerate to full every time which I don't want, but wouldn't be the end of the world.

43
Editor Discussion / Enemy Armour
« on: June 06, 2014, 12:54:00 AM »
I'm very close to releasing a series of maps for HammerWatch but I have one thing I haven't been able to accomplish. If anyone can confirm that this either can't be done or advise a way to accomplish it I would appreciate it:

I'm looking for a way to temporarily give an enemy increased armour or make it invulnerable.

Before you suggest ideas note the following:
- I'm aware that you can create armour abilities for composite monsters but see no way to make it temporary.
- Using the toggle immortality script is not something I can do.
- I would prefer some sort of script to be added to a buff.

44
Resources / Re: All campaign maps, zipped and ready.
« on: January 25, 2014, 03:59:28 PM »
Funny that even the maps given to us straight from the campaign crash when launching them through the editor. There are issues.

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