Questions for a Map/FOT:R?

Well, I think claymore (a cone of fire) is no problem, but first ...... you want cone to which direction? Let me know.
 
@ requiem_for_a_starfury, nothing just wanted to attempt to add claymores, for a twist on game play. That and it would be a valuable tool for ambushes.

@ Gunner, the cone of fire would correlate to the direction that the claymore was placed.
 
I got it~ woo, you can see when at the back, it wont expolde.
but in the front...hehe~Boom! If you want, you can remote it.

Do you need this mine~ it's cheep,shop as smart.

-2.jpg
 
Gunner, how did you go about it?

Another question, this is the trigger setup to force the player to only use hand to hand combat.
Allowing silent hand to hand kills is harder and requires the player to remove their armour and all weapons/items, which means melee weapons that should be silent wouldn't be allowed. It probably wouldn't take into account thrown weapons either. But you can have the trigger;

condition
team/unit has equal to 1 deaths at zone x
human has less than 1 items tagged equipped at zone x. (leave the tagname field blank).

action
change team z alignment to team 1 to 0, (or whatever it was before)
give 100 reputation points to human. (optional)

Is there a similar setup if I want to force the player to be able to use 4 or 5 specific tagged weapons, i.e. a crossbow, knife...etc.
 
Pretty much the same thing, except you don't leave the tagname field blank and either punish the player if they have less than 1 weapon tagged equipped or reward them if they have more than 0 weapons tagged equipped. Though this is open to exploitation since the tagged weapon doesn't have to be active only equipped.

I was using something like this for silent weapons, JJ86 made a silencer sprite which I attached to a generic inventory entity and had the condition require both the silenced (tagged) weapon and silencer equipped.
 
Well, it'll be a long article to describe this technique, and my poor English would let the describe like s***, and you can't read my Chinese readme file......

I see some guy who made dinosaur spr before, may be he can give you detail and precise introduction.

May I ask what kind of projectile sprites you need?
 
Can I use exit grids to divide a level similar to what was done in Fallout 1,2? I think that my expand areas for mission 1 appears to be causing poor game performance, so I'd like to divide it into the orignal mission 1 and the Cave areas.

Second question, is there anyway to force a loading screen to appear at a certain time? I've read somewhere @ DAC how the loading screens names are formatted, but nothing on forcing the game to load a specfic image.
 
VFSniper said:
Can I use exit grids to divide a level similar to what was done in Fallout 1,2? I think that my expand areas for mission 1 appears to be causing poor game performance, so I'd like to divide it into the orignal mission 1 and the Cave areas.
You can use exit grids but it's a one way trip and the first map would become permanently unaccessible. What performance problems are you getting because some of the biggest custom maps run better than the default missions?

VFSniper said:
Second question, is there anyway to force a loading screen to appear at a certain time?
Not that I can think of.
 
To answer your question, poor scrolling speed and the update tiles function doesn't work at all.
Couldn't I use zones to work-around the exit grid problem?

What is the naming structure for the goto mission trigger...if doesn't seem to make logical sense.

Thanks
 
Ha, VFsniper, how about this:

you draw the world map yourself, and put every city minimap on it, put different location cycles on the minimaps of the world map for the zone you want.

Easy, comfortable, and great show!
I use this in my mod, works as BG map(a city got differet zones).
 
VFSniper said:
To answer your question, poor scrolling speed and the update tiles function doesn't work at all.
Is that just in the editor? Because the editor isn't as optimised as the game, and what tiles are you trying to update as you only need to do that once the map is finished.

VFSniper said:
Couldn't I use zones to work-around the exit grid problem?
Nope.

VFSniper said:
What is the naming structure for the goto mission trigger...if doesn't seem to make logical sense.
It's just the mission name, not the file name.


"campaigns/missions/core/mission01.mis;mission_name_01;37;visited;false",
 
Next round of questions, under the entity editor mode tab how does the impact fx/show projectile options work? I've been messing around with them for about 2 days and I can't seem to get anywhere. Second thing, what would be a good way to emulate a cloud of flechettes fired from a cannon?
 
Just select from the pop up windows (when you press the '...' button) and under the weapon mode tick has projectile. Some of the attack animation choices might not allow projectile animations IIRC, what problem are you having?
 
Basically, no projectile appears even though the option is ticked and there is no impact fx. The attack animation choices is set to"single" or "Burst". The spread arc is set to "straight" or none".
 
What exactly are you trying to link up? Custom or default projectile sprites, what weapon type, character model etc? There are some combos that just don't work.
 
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