Requests/Questions/Stuff
thanks Section8
Which is the correct answer, 1(15x1.2)=18 or 5(15x1.2)=90?
THanks for the other answers...
THanks for the other answers...
GrimJim,
NOT to be mistaken with "The Brothers Grimm"
"What's so funny about a Floating TankTurret?"
"Please don't make me hurt you"
"So you don't want to barter ah, that's ok, I'll just kill you then take it off your dead body =)"
NOT to be mistaken with "The Brothers Grimm"
"What's so funny about a Floating TankTurret?"
"Please don't make me hurt you"
"So you don't want to barter ah, that's ok, I'll just kill you then take it off your dead body =)"
BurstShots((DamagexDamageMultiplier - DamageThreshold)x(1 - DamageResistance))
--
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
- Ed the Monkey
- Vault Scion
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Type:
Wall
Floor
Object
Stair
Roof
All fairly self explanatory, and it's best to get them right, as I'm pretty sure the pathfinding code checks this
Material:
Stone
Gravel
Metal
Wood
Water
Snow
Once again, fairly straight forward. I think these only govern the footstep noise that is played, and the dust clouds the vehicles kick up. There might be some code in the scurry bots' AI that doesn't allow them to burrow through stone, but I'm not quite sure.
Boolean Flags:
Ethereal - Tile is drawn, but has no collisions. Used for things like grass tufts, plants and anything you don't want blocking shots/players/vehicles/etc.
Cover - Provides a -40% (IIRC) penalty to shots taken at a character deemed to be utilising the cover. I think the entity has to be within 1 floor tile of the cover, but I'm not quite sure.
Window - Allows line of sight and attacks through a wall. It may also provide cover bonuses/penalties. I think that the tile bounding box is halved, so that the bottom half still behaves as a wall.
Trellis - Like window, but intended for grills, railings, fences, etc. Collides with entities, allows line of sight and attacks. May provide some cover
No Alpha - For .ZARs with transparencies, this disables transparency.
Climbable - Applied to ladders and stairs. Self explanatory
Invisible - Tile is not rendered. Ethereal may still need to be tagged to prevent collisions
No Shadow - Tile doesn't generate a shadow. Usually applied to tiles in the level editor to tidy up "dirty" shadows, generally on sloped tiles.
Additionally, there are "Exit" and "No Popping" flags that can only be applied in the level editor.
Wall
Floor
Object
Stair
Roof
All fairly self explanatory, and it's best to get them right, as I'm pretty sure the pathfinding code checks this
Material:
Stone
Gravel
Metal
Wood
Water
Snow
Once again, fairly straight forward. I think these only govern the footstep noise that is played, and the dust clouds the vehicles kick up. There might be some code in the scurry bots' AI that doesn't allow them to burrow through stone, but I'm not quite sure.
Boolean Flags:
Ethereal - Tile is drawn, but has no collisions. Used for things like grass tufts, plants and anything you don't want blocking shots/players/vehicles/etc.
Cover - Provides a -40% (IIRC) penalty to shots taken at a character deemed to be utilising the cover. I think the entity has to be within 1 floor tile of the cover, but I'm not quite sure.
Window - Allows line of sight and attacks through a wall. It may also provide cover bonuses/penalties. I think that the tile bounding box is halved, so that the bottom half still behaves as a wall.
Trellis - Like window, but intended for grills, railings, fences, etc. Collides with entities, allows line of sight and attacks. May provide some cover
No Alpha - For .ZARs with transparencies, this disables transparency.
Climbable - Applied to ladders and stairs. Self explanatory
Invisible - Tile is not rendered. Ethereal may still need to be tagged to prevent collisions
No Shadow - Tile doesn't generate a shadow. Usually applied to tiles in the level editor to tidy up "dirty" shadows, generally on sloped tiles.
Additionally, there are "Exit" and "No Popping" flags that can only be applied in the level editor.
--
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
- Max-Violence
- Wandering Hero
- Posts: 1221
- Joined: Thu Apr 18, 2002 4:15 am
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Hey Section8, could you find out why it happens and/or a possible workaround for the "user-made speech file bug"?
Here's the thing: People who have FOT installed on a drive other than C: can't get the speech file for a user-made mission to work without having to assign it themselves. Most people don't know how to and/or don't post asking how (see the "Please, Rebellion Help" thread in this forum for some extra info), so those people probably thing they're doing something wrong when they install the mission when they're not.
Here's the thing: People who have FOT installed on a drive other than C: can't get the speech file for a user-made mission to work without having to assign it themselves. Most people don't know how to and/or don't post asking how (see the "Please, Rebellion Help" thread in this forum for some extra info), so those people probably thing they're doing something wrong when they install the mission when they're not.
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
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- Vault Hero
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- Jimmyjay86
- Hero of the Glowing Lands
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- Vault Hero
- Posts: 1017
- Joined: Thu Apr 18, 2002 5:30 pm
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To Red:
We talked we Section8 about it a long time ago. I think this was about when a Reaver uses a rocket Launcher it doesn't display it properly. One of the reasons we started this thread.
To JJ86:
I think this has to do with the VD's that equally have the animations but lack the ability to change stance. Weird ha!
We talked we Section8 about it a long time ago. I think this was about when a Reaver uses a rocket Launcher it doesn't display it properly. One of the reasons we started this thread.
To JJ86:
I think this has to do with the VD's that equally have the animations but lack the ability to change stance. Weird ha!
- Jimmyjay86
- Hero of the Glowing Lands
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- Vault Hero
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- Red
- Hero of the Glowing Lands
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For the PipBoy, the reason he can't crouch/prone is because he has no crouch/prone animations (as can be seen in Red!Viewer).
I never saw the reaver, so I don't know...
I never saw the reaver, so I don't know...
Last edited by Red on Mon Jul 29, 2002 12:46 am, edited 1 time in total.
...
- Jimmyjay86
- Hero of the Glowing Lands
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- Vault Hero
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- Jimmyjay86
- Hero of the Glowing Lands
- Posts: 2102
- Joined: Thu Apr 18, 2002 4:02 am
- Location: Wisconsin
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It's probably something to do with the race. Pipboy would be a Unique Humanoid (If someone wanted to test and see if this is indeed the case, you could change the race of an existing, working sprite with full anims to Unique Humanoid and see if that limits crouch/prone) and the Vault Citizen I don't seem to remember having a full animation set. If it does, it was never intended to use them all, but it does mean that you could possibly use it in place of the normal base character sprite. (ie rename VaultMale.spr to TribalMale.spr - I don't think reassigning the sprite in the entity editor would help as I believe it is all hard-coded according to race)
As for the Huge Reaver, it slipped my mind. If I don't post anything about it in the next couple of days, PM me.
And the speech file issue sounds a little strange. All of our stuff was done across various different drive mappings, and never had any problems. Not to say that the release doesn't have the problem, but it doesn't sound easy to trace or fix without code revision.
As for the Huge Reaver, it slipped my mind. If I don't post anything about it in the next couple of days, PM me.
And the speech file issue sounds a little strange. All of our stuff was done across various different drive mappings, and never had any problems. Not to say that the release doesn't have the problem, but it doesn't sound easy to trace or fix without code revision.
--
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
Only a real artist knows the actual anatomy of the terrible, or the physiology of fear - the exact sort of lines and proportions that connect up with latent instincts or heriditary memories of fright, and the proper colour contrasts and lighting effects to stir the dormant sense of strangeness.
- Max-Violence
- Wandering Hero
- Posts: 1221
- Joined: Thu Apr 18, 2002 4:15 am
- Location: In my own personal vault
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In other words, a patch would be needed... and we all know how likely it is for that to happen...Section8 wrote:but it doesn't sound easy to trace or fix without code revision.
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
Ok, my knowlegde is expanding. I know am capable of designing a partly functional map, tiles are no longer the critical point.
My question in short is: What does it take, after having opened a brand newmap, to be able to add fully functional entities.
Right now i dont seem to be able to add any as they fail to display on the map after left-clicking.
Ok, its clear my brain needs sleep.
My question in short is: What does it take, after having opened a brand newmap, to be able to add fully functional entities.
Right now i dont seem to be able to add any as they fail to display on the map after left-clicking.
Ok, its clear my brain needs sleep.
Sometimes an atomic weapon is just an atomic weapon, ja?
- Jimmyjay86
- Hero of the Glowing Lands
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Assuming you already have the entities and sprites unzipped, the next thing is to make sure that you have some floor tiles down. If you place them at level 0 then go up to level 1 and place your entity. It should be visible. The entity must always be placed on a tile and won't appear if it isn't.
Try opening up one of the mission maps to see if everything shows up alright there.
Try opening up one of the mission maps to see if everything shows up alright there.
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- Vault Hero
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One for Section8:
It's been a long time that I was tinkering with ImpactFx, explosions, beams and such(with very good results). In several occasions, I select a color but when I import it to the file, it seeme "impure"(e.g. I have plain green but I see green with a black outline) Why does this happen? Any way to avoid it?
It's been a long time that I was tinkering with ImpactFx, explosions, beams and such(with very good results). In several occasions, I select a color but when I import it to the file, it seeme "impure"(e.g. I have plain green but I see green with a black outline) Why does this happen? Any way to avoid it?