Announcement

Collapse
No announcement yet.

TH-SoulsHarbor and Help Wanted

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • TH-SoulsHarbor and Help Wanted

    Just moving this thread to the new forum.

    Here are a couple of screenshots from my new level, Souls' Harbor.

    http://www.tearsofblood.com/screenshots/Souls01.jpg
    http://www.tearsofblood.com/screenshots/Souls02.jpg

    Anyone who likes creepy Castlevania type environments should like this one.

    I don't know when it'll be ready. I still have a lot to do. And I'll need help for some scripts. If someone could help with those, I'd be greatful.

    HELP WANTED for scripting! Needsie scripts to do the following:

    1. Blackjacks useless against team 1
    2. Sword usess against team 1
    3. Flashbombs damage, blind, and paralyse team 1
    4. Water arrows damage team 1
    5. Kick Mad_Gerbil from the level.
    (AKA Dresden)
    Despite all my rage, I am still just a dwarf in a cage.

  • #2
    Hmm, this probably isn't very useful but I'm thinking:

    -For 2, 3 & 4, you could subclass the corresponding actors & replace the originals with the subclasses in the corresponding ThieveryShop.

    Non-script lowdown on solutions:

    1:
    I know you can set Bots to be BJ-immune, but if you don't want the BJ to actually KO anyone, is there much point in having it at all (I don't know how much use it is in ThiefMatch) ?

    2:
    -Subclass sword
    -Overwrite old "fire" function with the same code as the sword but if the sword actually hits someone, then you need to:
    -Decide upon the pawn that has been hit
    -Decide team of pawn
    -If (!team==1) then continue to do damage normally

    3.
    Not sure yet, need to look over script for the "Flash" generated by Flashbombs. I'm assuming there should be a function where it decides what pawns are blinded. At which point, you do a team-check, & if (team==1) then you apply the damage/paralysis.

    4. You need a subclass for the water particles, & when they collide with guards, they should cause damage & possibly give off smoke (for the "burning undead" effect).

    5.
    I'm guessing if you added a mutator to the level, you could intercept a PlayerLogin (or whatever) event & do a check upon the Name used.


    Right, thats my my thoughts on the situation, I don't mind doing some extra scripting if you need it, but I'm kindof busy with the scripting in my map at the moment.

    Comment


    • #3
      Have a look at the no kill objectiv in th-Spider
      By changing it you can get both Ko's and kill's to kill the player who did it. :wink:
      "There's no problem that can't be solved with a big crate!"

      Comment


      • #4
        Originally posted by Bloody-Reaper
        Have a look at the no kill objectiv in th-Spider
        By changing it you can get both Ko's and kill's to kill the player who did it. :wink:
        But that would still allow guards to be killed, which isn't quite the same as being invincible to certain weapons.

        & Neo stills wants guards to be killed by certain weapons, so the "No kill" objective is no use.

        By the way, I've been thinking & even if you disable the BJ, I don't think you'll be able to disable mario-squash-KOs, although thats not a big deal.

        Comment


        • #5
          I forgot 1 more. Broadheads shouldn't damage team 1 either. And yes, it needs to be team specific, or you get thieves that are invincible to those weapons in Thiefmatch or if a server has team damage enabled.

          The_Dan: Pleaaase! If you could make me those scripts in your spare time, I'd be eternally greatful! :grin: I can mail you the current version of my map if ya want.
          (AKA Dresden)
          Despite all my rage, I am still just a dwarf in a cage.

          Comment


          • #6

            If you want to make ghost guards , try shrinking the collision radius/height to 1 (with the flags collide actors set to false) so that even melee weapons can't reach them. No one could actually kill them without splash damage like fire or water arrows (yet theses don't hurt... need a special event here)

            Comment


            • #7
              Originally posted by Stakhanov

              If you want to make ghost guards , try shrinking the collision radius/height to 1 (with the flags collide actors set to false) so that even melee weapons can't reach them. No one could actually kill them without splash damage like fire or water arrows (yet theses don't hurt... need a special event here)
              No. They are zombies, not ghosts.
              (AKA Dresden)
              Despite all my rage, I am still just a dwarf in a cage.

              Comment


              • #8
                Originally posted by NeoPendragon
                I forgot 1 more. Broadheads shouldn't damage team 1 either. And yes, it needs to be team specific, or you get thieves that are invincible to those weapons in Thiefmatch or if a server has team damage enabled.

                The_Dan: Pleaaase! If you could make me those scripts in your spare time, I'd be eternally greatful! :grin: I can mail you the current version of my map if ya want.
                I'll look into them, but no promises. They sound like they shouldn't be too complicated, but I always manage to overlook something whenever I start a scripting project.

                Comment


                • #9
                  OK, I decided to give it a shot after all.

                  Progress report (to Neopendragon, I can't be bothered to find out his email address):

                  Sword that doesn't harm guards: Implemented and working perfectly

                  Flashbomb that paralyses & harms guards: 1/2 implemented, no problems anticipated.
                  -However, do you want the damage/paralysis-time to be variable, in the same way that guards are blinded for longer periods if they are nearer to the Flashbomb?
                  -What sort of damage & paralysis times, should I implement?

                  Blackjack that doesn't KO guards (Omega would like this one): Not started yet, but no problems anticipated.

                  Water arrows that harm guards: Since water arrows use the particle system, I'm not sure how easy this one should be to implement. I'd rather that water particles did damage instead of the actual arrow (since the water arrow is a purposely imprecise weapon).
                  -Since its your map, do you want water particles or just the arrow to do damage? I'd prefer the former, but the latter will be easier to implement.

                  Broadheads that don't harm guards: Hmm, could be interesting since I'll need a new arrow projectile & a new Bow (that fires the new projectile instead of the old Broadheads).

                  Where you serious about the idea about Mad_Gerbil? I could probably implement it if I messed about a bit with a mutator, but it would be fairly pointless (since he'd just change his name & log back in)

                  Comment


                  • #10
                    Originally posted by The_Dan
                    OK, I decided to give it a shot after all.

                    Progress report (to Neopendragon, I can't be bothered to find out his email address):

                    Sword that doesn't harm guards: Implemented and working perfectly
                    Schweet

                    Flashbomb that paralyses & harms guards: 1/2 implemented, no problems anticipated.
                    -However, do you want the damage/paralysis-time to be variable, in the same way that guards are blinded for longer periods if they are nearer to the Flashbomb?
                    -What sort of damage & paralysis times, should I implement?
                    Variable damage and para would be awesome. I never even thought of that. I want it to be difficult to kill a zombie and flashbombs don't even require that much aim to use. Plus they are area of effect...so...how does 1-3 blood drops of damage and 1-3 seconds of para sound?

                    Blackjack that doesn't KO guards (Omega would like this one): Not started yet, but no problems anticipated.
                    Cool

                    Water arrows that harm guards: Since water arrows use the particle system, I'm not sure how easy this one should be to implement. I'd rather that water particles did damage instead of the actual arrow (since the water arrow is a purposely imprecise weapon).
                    -Since its your map, do you want water particles or just the arrow to do damage? I'd prefer the former, but the latter will be easier to implement.
                    I think I agree with you. Plus it is more realistic. But how many particles do water arrows release?

                    Broadheads that don't harm guards: Hmm, could be interesting since I'll need a new arrow projectile & a new Bow (that fires the new projectile instead of the old Broadheads).

                    Where you serious about the idea about Mad_Gerbil? I could probably implement it if I messed about a bit with a mutator, but it would be fairly pointless (since he'd just change his name & log back in)
                    lol. No, I was just kidding. :grin:
                    (AKA Dresden)
                    Despite all my rage, I am still just a dwarf in a cage.

                    Comment


                    • #11
                      Originally posted by NeoPendragon
                      Variable damage and para would be awesome. I never even thought of that. I want it to be difficult to kill a zombie and flashbombs don't even require that much aim to use. Plus they are area of effect...so...how does 1-3 blood drops of damage and 1-3 seconds of para sound?
                      No probs, I'll get right on it (well, in a spare few minutes here & there). But remember that being blinded takes a good 5 seconds to wear off & so players might not know that they've been paralysed, because they can't see anything.

                      Originally posted by NeoPendragon
                      I think I agree with you. Plus it is more realistic. But how many particles do water arrows release?
                      Erm, dunno. I'll check tonight. There shouldn't be any problems aslong as water particles have a ProcessTouch event. I didn't ask about damage, but thats always something that can be changed at a later date.
                      Lets say that if I get damage from each water particle working, 1 blood drop per particle.

                      By the way, will you be altering the prices of items in your level, or leaving them at defaults? I ask since thieves will have to spend more, in order to get sufficient equipment to kill a guard (even though I know that was intended).

                      Comment


                      • #12
                        Originally posted by The_Dan
                        Originally posted by NeoPendragon
                        Variable damage and para would be awesome. I never even thought of that. I want it to be difficult to kill a zombie and flashbombs don't even require that much aim to use. Plus they are area of effect...so...how does 1-3 blood drops of damage and 1-3 seconds of para sound?
                        No probs, I'll get right on it (well, in a spare few minutes here & there). But remember that being blinded takes a good 5 seconds to wear off & so players might not know that they've been paralysed, because they can't see anything.
                        Originally posted by NeoPendragon
                        I think I agree with you. Plus it is more realistic. But how many particles do water arrows release?
                        Erm, dunno. I'll check tonight. There shouldn't be any problems aslong as water particles have a ProcessTouch event. I didn't ask about damage, but thats always something that can be changed at a later date.
                        Lets say that if I get damage from each water particle working, 1 blood drop per particle.
                        Hmm. I'm not sure until I know how much particles come out. If a thief gets a direct hit, half of the particles will probobly touch the guard so I'm thinking about half a blood drop. How many hit points do they represent anyway?

                        By the way, will you be altering the prices of items in your level, or leaving them at defaults? I ask since thieves will have to spend more, in order to get sufficient equipment to kill a guard (even though I know that was intended).
                        I'll most likely leave everything the same price so loadouts aren't screwed up, but I might make a limit on how many flashbombs and/or water arrows you can buy.
                        (AKA Dresden)
                        Despite all my rage, I am still just a dwarf in a cage.

                        Comment


                        • #13
                          isn't there an option in the TBot properties whether or not the TBot can be Blackjacked/ KOed.? i believe there was..
                          http://profiles.myspace.com/users/7360475
                          -=:ToB:=- / :]eDe[: Site: www.endarkend.net
                          -=:ToB:=-Forums: www.endarkend.net/phpbb/
                          -=:ToB:=-PayingSins (TUT MAP)- http://www.endarkend.net/downloads/m...oB_Payback.zip

                          Comment


                          • #14
                            yes, but that doesn't get trasferred to players.
                            (AKA Dresden)
                            Despite all my rage, I am still just a dwarf in a cage.

                            Comment


                            • #15
                              I think it might be best if we left human guards blackjackable or the guards would just run around shadow slashing. And taking the paralyse off the flashbombs.
                              (AKA Dresden)
                              Despite all my rage, I am still just a dwarf in a cage.

                              Comment

                              Working...
                              X