Location: JBPLAY \ Meteor 1 \ Meteor Modding \ M1 Bugs/Features that can be Used/Abused Back to Threads |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
26 August 2009 06:57 (UK time)
In this thread, we discuss weird findings with meteor's engine that can be potentially used/abused to create somethings that were not meant to happen in meteor but we can do it anyway, I'll start by listing a bunch of things that I have used in mods of mine: -1 Projectile sighting: Meteor WW3 - Any unit other than the player that uses a weapon with a projectile that has -1 speed, the bullet line is displayed followed with the projectile sprite right at the tip of the gun. (This was used to create fake muzzle flashes when enemy units attacked the player) Attack Triggers: Meteor WW3 - Creating a unit that is allied and has a tiny amount of health with a sprite that is entirely magic pink, which will render it invisible in-game, though enemy units will still see it, and attack in its direction (This was used to make Big Mechs appear to shoot the walls of buildings they were trapped inside to escape, a more obvious use of this trick was used in my map "Caughtyard" where allied rocket troopers fired at an enemy laser turret conveniently placed near destroyable tiles so as to break you out of a prison cell) Land Mines: Crater - If you make a tile's special trigger to "trigger explosions at link tile" and make the Used Tile, and Link Tile the same tile, walking over it will trigger an explosion to itself, damaging the player. It does 30 damage. Animated Doors: Mankind - Similar to the "Hard to Destroy" tiles, except using special door triggers instead. Breakable Glass: Mankind - Make a 'glass tile' (Solid, appears clean and untouched), a 'damaged glass tile' (Solid, appears very cracked) and a 'shattered glass tile' (Land, appears to be just glass shards on the floor) Make the 'damaged glass tile' a door, with it's used tile being the 'shattered glass tile'. then make the 'glass tile's' destroyed tile the 'damaged glass tile' That way when you encounter a glass wall, it is solid until you fire at it. Then you can walk through it, breaking the glass, similar to Half Life 2 and Counterstrike Source. You can make the door activation sound like broken glass too for added effect. Short Range Explosive Weapons - Projectiles typically dissappear if they reach their range without making contact with something, however, a projectile that has the "grenade bounce" property explodes whenever it reaches its range. Map Hubs - Being able to exit a level, and go back to the level you previously came from. Start by making "map1A". Lets say the player start is on the west side of the map, and the exit is on the east, exiting to "map2". Save "map1A" when it's completed, then edit it by moving the player start position near where the exit is. Save it as "map1B". Finish making "map2", then give it two exits. The first exit should exit to "map1B" and placed directly behind the player start position, and the second exit, at the opposite end of the level, should exit to "map3" The player will be able to exit map1, but still be able to go back to map1 whenever the player desires.
Edited: 29 August 2009 18:33 You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
26 August 2009 07:14 (UK time)
I doubt those hubs' usefulness... even though you could be able to move back and forth those maps you would have to face the same enemies once again (but could be worked around) and you couldn't interact between the levels, say you'd hit a switch in map02 which opens a door in map01 and so on. One thing I noticed (and imported into my nuclear mod) was the elevator within Base-City. - You first made several tiles so that you could build a corridor from tiles unique to it - Then you made 'placeholder' tiles which were all black in both cases IIRC - Then you would make the elevator with a switch. Using the animated door effect, each trigger would first throw the original corridor out of sight and then build a new one to the opposite side from the placeholders. To throw the corridor away, it would have to be built from those tiles unique to it. You could even double this effect, by making turning the original corridor into the placeholders and so make a two-way elevator! You need to login to create posts in this thread. |
nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
26 August 2009 12:14 (UK time)
woot, the complete list of "papercut-ish workarounds" ![]() ![]()
You need to login to create posts in this thread. |
Spy
![]() Joined: 05 October 2007 Posts: 1031 |
26 August 2009 12:50 (UK time)
Heh, awesome! Maybe I could use the "animated door" or I dunno, is there anyway the door could close when you step out of the tile?
You need to login to create posts in this thread. |
nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
26 August 2009 13:12 (UK time)
There is. Just make some 'closing' tiles and place them a few tiles away from the door. So when you open the door and pass throught it, youll touch the closing tiles aand thats all. a closing tile looks like a normal floor tile and its used tile is the same. make the link tile the opened door and the used link tile the closed one. it should work fine once and a bit glitchy the next time
You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
26 August 2009 16:54 (UK time)
Yeah, as Petix said, you can make a floor tile that "changes to used tile and all link tiles to used link tiles" The used tile will be the same tile as itself, and the link tiles would be the opened door, and the used link tile would be the closed door. This could be buggy if you are using animated doors though, the doors would have to be completely opened
You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
28 August 2009 03:28 (UK time)
I totally did most of those on my meteor: Afghanistan mod (which by the way still has 45 mp maps) I like the idea of the sprite going backwards to make it look like it wasn't moving. my only trick was that you could make a weapon that had a 0 speed projectile. It didn't move anywhere, and lasted forever, and was very good for spray paint cans (although it eventually overrun the projectile limit, and stopped fighting altogether) You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
29 August 2009 18:31 (UK time)
I think i remember a bug report in the past of someone making a mine laying gun by making a projectile have 0 speed, but the projectile didn't explode on contact with anything. I can't remember exactly, I'd have to search for the thread. Have you tested it recently? Does it work?
You need to login to create posts in this thread. |
ParaSait
![]() Joined: 26 June 2007 Posts: 1478 |
08 September 2009 22:17 (UK time)
Don't forget Spy's "Minimap Defunct" ![]() Make a huge invisible sprite that covers the whole map, and you get a black minimap.
You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
09 September 2009 00:57 (UK time)
whoa. never thought of that. that's pretty cool.
You need to login to create posts in this thread. |
DarkRain
![]() Joined: 01 March 2007 Posts: 1193 |
09 September 2009 07:07 (UK time)
@ParaSait Spy's idea is very good. It can help a lot if you want to make a dark map. ![]()
You need to login to create posts in this thread. |
Spy
![]() Joined: 05 October 2007 Posts: 1031 |
09 September 2009 13:20 (UK time)
@DarkRain Yeah a DARK map... ![]()
You need to login to create posts in this thread. |
|
Forums system (C) 1999-2023 by James Bunting.
Terms of Use