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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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Hey Jonas, Didn't I code up something to allow you to update goals with new information? I cant seem to find the implementation
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| Wed Dec 28, 2005 5:02 am |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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nevermind, found it. It was built into the goal add trigger.
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| Wed Dec 28, 2005 5:04 am |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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Kill count seems to be missing from the goat city pretravel function in the mission script document. I took the liberty of adding it to the code. Please do the same to the mission script assuming it is supposed to be there.
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| Wed Dec 28, 2005 6:49 am |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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mission 22 exclusive script is completed with no TODOs. I'm uploading an updated tnm package. so it can be tested.
mission 23, 23_ABIRuins: is it necessary to only capture the player if he is captured by zeropresence. In the equivalent script for mission 4 in deus ex a flag is set when the player can be captured and any time after that flag is set, when he dies, he is captured. The property you refer to does not exist and I can't think of an easy way to work out the player's killer.
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| Wed Dec 28, 2005 6:56 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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HEY SHANE! CHECK IT OUT!!!
And the really awesome thing is, since everybody's a mod in this forum, it won't even say that you edited your post! You can JUST. KEEP. EDITING!
Anyway, to answer ALL your questions:
Yes. I know, that's what I wanted to change. But I agree with your observations, so let's leave them alone. That is correct. Roger that.
I see. Well, the player will be capturable if the following flags are set:
ALLIED_PDX=TRUE
Zero_Dead=FALSE
I can set an additional flag when ZeroPresence tells the player he's going to take the player alive. But are you sure there's no way to see who killed the player? I'm pretty sure I didn't just make that function up.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Wed Dec 28, 2005 12:07 pm |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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killerbindname is defined in deusexcarcass. By the time the player reaches the carcass stage I think it might be too late.
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| Wed Dec 28, 2005 12:51 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Oh I see. Right, I'll just set a flag in the PM ZP sends you when you get close to the chapel. That way, you'll know he's out to take you alive, so if somebody else kills you, it'll be a logical assumption that ZP arrived on the scene to drag you away.
Let's call the flag
MS_ABIBossTauntSent
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Wed Dec 28, 2005 12:59 pm |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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we need to discuss what constitutes being detected for the purpose of the stealth award. I suggest that we make the player detected whenever an enemy pawn enters an active state (alerting, attacking, etc) and when any alarm is set off. We can have a custom alarm panel for this purpose or just a trigger that all alarm panels are set to trigger.
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| Thu Dec 29, 2005 6:34 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Yep, that detection method sounds good. A new alarm would also be nice, that would additionally allow us to let the player activate an alarm by frobbing it, so as to lure enemies towards it.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Thu Dec 29, 2005 1:11 pm |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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I don't think enemies are attracted to alarms so that might not work.
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| Thu Dec 29, 2005 2:43 pm |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Wow, progress pleases me. Especially the massive amounts of it that occur when I'm away:D
_________________ -Life does not snap to the x-axis
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| Fri Dec 30, 2005 2:33 am |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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yeah. Take the hint already
anyway I realised that my alarm panel idea wouldn't account for things like cameras and laser trip wires I don't think so I'm going to go with the trigger idea.
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| Fri Dec 30, 2005 5:20 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Hey Shane, the good Doctor mentioned a timer bug over MSN, apparently the original DX timer code is fucked up if you quicksave/load at all during a countdown. Is this something we've fixed? Is it something we CAN fix? If not, would it be a reasonable work-around to simply autosave just before initiating the timer and then prohibiting quicksave while the countdown is in progress?
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Thu Jan 12, 2006 6:05 pm |
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that guy
The Nameless Mod
Joined: Mon Apr 26, 2004 1:54 am Posts: 1276 Location: Perth, Western Australia
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If you're talkign about the timer that gets added to your hud and counts down then this may not be an issue for us as I already wrote a replacement one not realising there already existed one in deus ex. Otherwise I imagine it's an easy fix to whatever you're talking about.
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| Fri Jan 13, 2006 3:45 pm |
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Grub
Off Topic Productions
Joined: Thu Mar 24, 2005 9:41 pm Posts: 55
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Shane, Jonas and I have been talking about the new smg. The way the old SMG works is a pain in the butt and I suggested that it be changed to have the sound of one shot loop instead of 5 in one single sound. Is this possible?
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| Sat Jan 14, 2006 10:33 pm |
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