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hirmuolio Joined: 11 November 2008 Posts: 60 |
01 April 2014 17:08 (UK time)
This will most likely never be finished. Everything started when I wantet to try how meteor 2 scripts work and started to create hau. Kanohi akaku. I should remove that green stuff and laser. Yes you can fly! Hau protects you for a while. paused victory death This will most likely never be finished. Don't get excited.
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ParaSait Joined: 26 June 2007 Posts: 1478 |
02 April 2014 00:43 (UK time)
hirmuolio wrote:Lol, best marketing ever. Well, at least release it in whatever state you left it in when you decide to stop working on it.
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Archie Joined: 13 March 2010 Posts: 72 |
02 April 2014 13:31 (UK time)
This is a flashback. Nice job. Edited: 02 April 2014 13:32 You need to login to create posts in this thread. |
me_mantis Joined: 26 September 2003 Posts: 1152 |
02 April 2014 18:40 (UK time)
this looks pretty cool! Almost as cool as Meteor 3! (oh snap, should have said that yesterday) You need to login to create posts in this thread. |
Hightree121 Joined: 22 March 2010 Posts: 65 |
04 April 2014 02:19 (UK time)
Dang, now this is a blast from the past. Looks pretty good. You need to login to create posts in this thread. |
hirmuolio Joined: 11 November 2008 Posts: 60 |
05 April 2014 19:49 (UK time)
Just some strange stuff I found while working on this: Objects looks different depending on how it was created. If I add this flame object in map editor it looks like this (flame is below tahu) if i add it with scripts it looks like this (tahu is below flame) The flame is helicopter class with rotating turrents (not working). You can spawn them on enemies and watch them burn The script looks like this
And would anyone know how to make spawning flames more accurate on large objects. Object coordinates are from upper left corner of object. This is what happens with my current system. Small unit is covered with flames but that firetruck is not burning. char *SC_GetObjectTypeNameForNumber( int ObjectTypeNumber); seems to do something but I have no idea how to use it. (maybe I could do workaround making all large objects have specific speed and changing spawn offset depending on object speed)
Edited: 05 April 2014 20:03 You need to login to create posts in this thread. |
James Bunting Posts: 1308 |
07 May 2014 17:12 (UK time)
This looks nice. Not sure if this helps... Sub bitmaps and mounts rotate around the centre. You may need to enlarge the image and fill with "magic pink" to get it in the middle. James You need to login to create posts in this thread. |
hirmuolio Joined: 11 November 2008 Posts: 60 |
07 May 2014 18:39 (UK time)
Using large mounted objects and small vehicles makes flames hit . I will somehow have to make script only effect vehicle and not rider but that shouldn't be hard as I can just give all riders instane speed value and ignore everyone with that speed. I have added summonable fire tornadoes and invisibility with SC_SetObjectNoTarget( SC_GetPlayerObjectId(), 1); (+ some other stuff) (ignore test units scattered around) By the way does anyone know any program that can make/convert .flc video. Google only gives flc->mp4/avi converters, dead links(mostly for dos/98) and converters with watermarks.
Edited: 10 May 2014 17:42 You need to login to create posts in this thread. |
hirmuolio Joined: 11 November 2008 Posts: 60 |
10 May 2014 18:17 (UK time)
Now this is getting weird. After scripting abilities and fixing some stuff nothing would attack me after changing mask. Then I noticed that for some strange reason changing mask put me in neutral faction (nothing in my scripts changes factions). I copied older version of same map and it seemed to work fine. Even when I used my new scripts on old map. These maps are almost identical. After changing one object on old map (deleted it and placed identical object) old map changes my faction too. Restarted the game and old map works again . When either of these codes run my faction always changes on my new map but nothing strange happens on my old map (unless I edit it). Context for scripts: I have different versions of tahu on the map (flying, x-ray, power etc) each of them set to have no ai, just standing behind a wall and waiting. These scripts change player to one of those and may also change other things (speed, targeting, invulnerability). Script that returns player to normal form.
Script that gives player specific ability (in this case flying, other masks have almost identical scritp with different id for new player object)
Good thing that SC_SetObjectSide(SC_GetPlayerObjectId(),1); completely fixes this but it is still very strange.
Edited: 10 May 2014 18:20 You need to login to create posts in this thread. |
Spy Joined: 05 October 2007 Posts: 1031 |
15 May 2014 11:19 (UK time)
Looks pretty dank. Keep it up!
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hirmuolio Joined: 11 November 2008 Posts: 60 |
16 May 2014 20:26 (UK time)
Just found this awesome 2d sprite tool called spriter and created this nui-jaga! Animating six legs and arms wasn't exactly easy even with this program but it looks alot better than the one I made by drawaing each frame by hand .
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hirmuolio Joined: 11 November 2008 Posts: 60 |
07 November 2014 18:27 (UK time)
Something wrong with sprites. I decided to change how hau effect works (and perhaps add some fancy looking effects to some abilities) by adding a sprite below player when hau is activated. Then when kanohi is deactivated this sprite would get destroyed. Hau activation script contains following lines (rest of the code is not important for this)
As you see id of the sprite is stored to StaticFlags[3] Kanohi deactivation code then contains these lines for hidin the sprite
When I run the map everything works. Sprite id 5 is created and then destroyed, sprite id 6 is created and then destroyed. Everything works. Then I return to map editor and run the map again. Sprite is created but when it should get destroyed I get error (in console) and sprite is not destroyed.
Every time I run the scripts I get the same message. Stragest part is that StaticFlags[3] is always set to 5 no matter how many sprites I spawn (first one should be 5, second should be 6 etc.). After restarting meteor 2 everything works again once but breaks down if I try to run the map second time. I'll see if I can make it work with flat object instead of sprites. I also found how to swing anemies away from player with scripts (sort of , needs more work).
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ParaSait Joined: 26 June 2007 Posts: 1478 |
07 November 2014 23:46 (UK time)
Sounds like it must be a bug. But I can't really help you out with that right away. It'd help if you sent the parts of the mod in question, so I can screw around with it a bit and maybe figure out a solution. (parasait dot mpsf at gmail dot com, if you wanna mail it)
Edited: 07 November 2014 23:48 You need to login to create posts in this thread. |
hirmuolio Joined: 11 November 2008 Posts: 60 |
08 November 2014 09:21 (UK time)
Use this code on meteor 2 map. It gives you two buttons. Green button creates a sprite and tells you its id, red button tells id of the sprite you last created and tries to hide it. On first try it will work perfectly but on second try it always says that you created sprite id 0 and then fails to hide it claimin gthat there is no sprite id 0. It seems that SC_AddSprite gives out wrong sprite id and id of sprites behaves strangely.
Code on my mod is getting a bit messy (uses 5 .c files for one map). EDIT: Additional test reveals new details. I create new sprites: sprite id 0 is created, sprite id 1 is created ... sprite id 5 is created. I restart the map. I create new sprite. SC_AddSprite returns 0 as id of the sprite but the id of the sprite is actually 6 as SC_SetSpriteHidden( 6, 1) works. I create new sprite and SC_AddSprite returns 0 as id of the sprite but id of the sprite is actually 7.
Edited: 08 November 2014 09:46 You need to login to create posts in this thread. |
hirmuolio Joined: 11 November 2008 Posts: 60 |
19 October 2015 15:46 (UK time)
Progress is very slow and I'm lazy. Today I learned that it is possible to change fonts in Meteor 2. Just wanted to show it as it looks pretty cool .
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nyasudah Official Sponsor Joined: 06 February 2005 Posts: 832 |
19 October 2015 22:24 (UK time)
Ye, I can't read that at all, but sure looks quite unique.
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