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Monsters starting with artifacts...

Posted: Sun Mar 11, 2007 10:40 am
by Point
how do you get the artifacts in the projectile group.... so the units don't have to pick them up? does this still need a map script or now can that box just give it to the unit no matter what map the unit is placed on?

also when the unit is killed It seems to drop the projectile instead of the artifact... what did i miss here?


Doh maybe artifact tag on projectiles... lol ok fixed that one...


any other tips or thoughts on using this feature...

Posted: Sun Mar 11, 2007 1:40 pm
by Fury IX
Make a new PRGR, click add in the dialog box, and add the Projectile for the artifact.
Open the monster tag and give him the PRGR in the Artifacts/Ammo slot, right in the middle of the monster tag page.

inventory

Posted: Mon Mar 12, 2007 12:31 pm
by Point
Yes I did all that and seems ok ... but i key still does nothing to switch between the different artifact monsters...


Also once item is dropped how to I make it targetable to destroy it... the object is set to show selection box and mana... yet I still cant target the soft dead canons ? what did I miss...

Posted: Mon Mar 12, 2007 6:11 pm
by Fury IX
The monster also has to have "carries multiple items" checked and a value in the "maximum" field. Make sure they can carry it by picking it up manually, and it should work.

As far as I know there is no way to target a projectile, you can only target monsters (like the winch monster on into the breach). You could probably make a monster that looks like the proj, and script it to pick up the projectile and tele itself to that spot...

targetting... soft dead artillery

Posted: Mon Mar 12, 2007 9:37 pm
by Point
I certainly dont want to script something ... is there a way to make scenery targetable? thus the artifact... Control click or something... basically i need this so players can spike the abandoned artillery so to speak if they dont have any units that can take them over....

Posted: Mon Mar 12, 2007 11:05 pm
by Fury IX
It may be possible to make a scenery targetable, like a bacon ball, unless its a netgame thing only... I don't know how to do it though, other then duplicating and seeing what happens

hmm...

Posted: Tue Mar 13, 2007 1:15 am
by Point
I uploaded a version of the tagset from my pc... It doesnt have all the graphics and map stuff that my mac version has though it has the inventory and such items... maybe dl and take a look to see if one can find a way to do it better.... any help would be appreciated from whoever... Just if you mess with stuff do it in a duplicate please and rename it with your initial on it
ie... _CWR-Atta-GatlingGun-pj-Joe

thanks..


points betas folder http://hl.udogs.net/files/Uploads/%20Us ... agsetbeta/

the test mesh is the great library books coop

I still need to mix some of the arty attacks in from the cwe version... (mortor and case round attacks)

what needs help or input on...

1. inventory list never comes up when pressing i - parrot cannons..

2. gatling gun attack and reload needs help ... also when its taken over after it dies... the attack and reload ... doesn't work

3. probably not possible to have a unit switch from one collection to other on monster change from artifact though the replacement soldier trys to a funny end... (the replacements can pick up drop flags) (artillery men take over dead arty pieces)

4. skirmishers aren't as aggressive as I would like .. the volunteers seem to be more apt to charge... is this due to order of attacks? or something I just cant see?

5. still getting amber collection errors on body parts for hard deaths and a the headshots sometimes show up randomly it seems.. once again carry overs from the corrupted tag i guess... (over 100 sequence limit) If someone has a copy of pc amber maybe they could do me a favor and open the all in one tag and resave it... to see if it clears the errors... and the two split ones as well... this has delayed this project months trying to work around not being able to have all these in one collection and the errors are driving me bonkers :)

help with the above mentioned stuff...

Posted: Tue Mar 13, 2007 11:07 am
by Point
if anyone in the know could check that out ... and get back to me that would be appreciated...

test map librarybooks coop.... for s2 tests both yhmpy's maps have a cwr version to try out..

the gatlin gun reload show me a better way to make the reload work for when it is picked up by another unit... especially... since he just seems to stop shooting

also the inventory thing... when a guy picks up a flag or other things... he changes fine and he can shift I drop it... though if he picks up other stuff there is no i list....

also would like to see a noticeable difference in moral when fighting with flag bearer and officers... seems these differences only will happen when the officer gets a kill or is killed any advice on that?


the body parts from the amber collection still some times come up as the mug shot sequence and the horse body parts seem to crash it on the pc. so still working around the collection corruption...

Posted: Tue Mar 13, 2007 4:53 pm
by Fury IX
Well about your inventory, I can't really understand what they are supposed to do and all, but I noticed that you have some mixing up of things. For example your monster maybe overrides to the wrong monsters (try switching them to no monster restrictions and see what happens), and in the artifact tags you need to check "overrides original monster" and perhaps "monster attacks don't use charges". Also you need to specify the correct projectile that the artifact corresponds too, not the attack but the actual artifact projectile in the PRGR. Another thing could be that the projectiles are set as volume = small while your monsters are classified as giant. I doubt this is a problem but it could be.

So in other words, I think your projectiles and PRGRs are fine, but your artifacts need some fine tuning, especially the check "overrides monster" box. If I find some extra time soon I could look deeper and try to pinpoint the problem better, but your naming conventions are almost as bad as mine...

But the plug looks very very good, quite the masterpiece (if a bit ambitous...), I can't wait for some good coops.

Posted: Tue Mar 13, 2007 4:58 pm
by Khadrelt
I don't think having a monster set as a Giant-Sized would have any effect on its ability to pick up Small volume projectiles. That's determined by the Desired Projectile Volume menu.

Posted: Tue Mar 13, 2007 5:03 pm
by Fury IX
o... I was close...must be a new(ish) feature I hope... I didn't have alot of time to look at it, most of it was spent downloading :p

theres a patch to the 2-20 version in the patches folder

Posted: Tue Mar 13, 2007 7:20 pm
by Point
the only real difference is I set the body parts to 0 to 0 so the damn mugshots (headshots) would keep showing on hard death... corrupted tag again I guess...

also added in RoTD CWR test mesh for some more units to shoot at while testing... though this needs help cuz the script after awhile simply kills off all the bad guys..

re naming conventions...

Posted: Wed Mar 14, 2007 2:32 pm
by Point
Basically the naming for the tags is simple enough... at least for me


_CWR-Deadbody-PJ = civil war reloaded projectile...

the first extensions say what tagset it came from ie who to credit or what the function of the tag is ie _atcw = civil war attack.. and the last what folder it belongs in..

the concept is part of my b32 strategy of separating out all the tags so future map makers dont have to hunt so much like I have had to.

_186 civil war between the states
_BG-z blue gray magma
_MZ from mazz IV
=Ez came from epic civil war
....etc..

the b32 stuff is a collection of stuff that will allow the maps to function with all four of my tagsets without having to alter much of anything... ie each tagset can replace those b32 tags that are placed on a map etc..

so instead of placing archers etc... which can be a confusing hunt each tagset has a base of 32 light and 32 dark units.... which translate equivalently on each map... ie artillery on one is something similar on the other.

I hope that makes the local seem a little more comprehendable.

Posted: Wed Mar 14, 2007 5:45 pm
by Fury IX
Yea that does help a bit, there is just a crapload of stuff on there, and my knowledge of BG is pretty bad. I could never get into the slow gameplay, and im not a big multiplayer map fan anyway, my preference is coop. I'll try to get used to it though, so I can attempt to make some kind of coop mod for it sometime in the future. :D

btw... I used to be in ARMY long ago, I'll never forget those kick ass games of CPR back on bungie. My name back then was Awakend Rage, and then Brightblade.

army days... And the every evolving monster changing arti

Posted: Thu Mar 15, 2007 11:54 pm
by Point
yes bright I remember you their were two brightblades in the since I have been in army... long time for sure...


AS for inventory.... lucky for me myth fear has many ways of working around things.... though sure would be nice if it was more straightford...

cannon starts out with artiliery ammo artifacts...

which it can drop... restrict so others cant pick up and become canons

though wagons can pick up and move amo...

artilery man picks up cannon ... cannon picks up ammo etc...

Cannon wagon picks up dormant cannon (restricted everywhich way to stop units from becoming wagon sized cannons or cannon sized wagons lol) cannon wagon drops off cannon it promotes to artillery man pickupable cannon ... he drops cannon and thats where I am at....

need an attack or something to promote that cannon back to the dormant cannon... so cannon wagon can use the attack to reload the wagon.
any thoughts on that? stone unstone? burn it maybe?

let me know if anyone has a good idea...