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Posted: Tue Jul 26, 2005 8:57 pm
by ska
For my map, I want a bunch of locations for units to randomly respawn at (like a first-person shooter). And each time they respawn (and at the beginning of the game), I want them to start out with some artifacts. Could anyone help me with this?
Posted: Tue Jul 26, 2005 10:07 pm
by A-Red
First of all, you need to double-click the respawning units in Loathing and check two boxes for each of them: "respawn", and "respawns via scripting."
When the unit dies, activate an Action List that randomly selects one of several Move Marker actions. Have each one of those MOMAs move that unit to a particular destination. Then when the MOMA is successful, use a Unit Control that makes the unit visible and also gives him the artifact you want (there is a new "give artifact" flag that lets you do this).
A-Red
Posted: Tue Jul 26, 2005 10:11 pm
by ska
Thank you!!
Posted: Wed Jul 27, 2005 4:56 pm
by ska
2 questions:
1) I wanted to make the warlock explosion pieces smaller, so I duplicated whichever object they use and reduced the numbers in the scale fraction (I think that's what it's called), but they're staying the same size. How come?
2) The Requiem dorf shockwaves have lines in them and look cool. I guess I could use trial and error to find out how to make mine look like that but maybe someone can tell me which fields to fiddle with?
Thanks!
Posted: Wed Jul 27, 2005 9:09 pm
by ChrisP
1. If you duplicated an object tag, make sure to connect the projectile or whatever to the new tag. In this case, however, I'm guessing that what you want to change is the local projectile group effect, which has its own scale fraction in the tag.
2. I think GHOST replaced a collection for that shockwave effect.
Posted: Thu Jul 28, 2005 1:04 pm
by haravikk
ChrisP wrote:1. I'm guessing that what you want to change is the local projectile group effect, which has its own scale fraction in the tag.
Actually the explosion pieces are their own individual projectiles so it is the object tag that's used, just needs to open the projectile and choose the right item for "Object Tag" in the top-left.
2. I think GHOST replaced a collection for that shockwave effect.
Yup, best to find the replaced collection (look in the mesh effect tag to get the collection reference).
Once you're at the collection reference you could actually just use that (with the collection as-is, no need to edit) by applying a global tint to turn it the colour you require.
Posted: Thu Jul 28, 2005 3:15 pm
by ska
oops, I didn't notice that the "basic scenery tiny" object had pretty much the same scale fraction as my new object.
Thanks for the help again!
Posted: Sat Jul 30, 2005 5:49 pm
by ska
Quick question: How do I make a projectile cast a glowing shadow, or no shadow?
Posted: Sat Jul 30, 2005 11:29 pm
by ChrisP
The sprite for that projectile will need to have a shadow or glow added in its collection in Amber.
Posted: Sun Jul 31, 2005 8:12 am
by haravikk
If you've got access to Amber then it's simply a case of opening the right collection in it, finding the animation you want to change and go through each of its shadows and select "Shadow is light". That or you can click on the shadow in the sequence and hit backspace to remove it (it'll still be stored in the collection though in case something else uses it).
I haven't seen Tahoe, it might let you change the flags on a shadow, and maybe even remove it, or replace it with a blank image (ie a lone white pixel), but someone else will have to confirm that.