Yeah I already thought about doing a button. You can trigger every item in my mod via another thing in the mod already. (you can even set 2 timers that triggers each other every 2 min etc.)
Mhm yeah sending a special information between the logic things would be cool, but maybe a bit complex atm., would like to see first if every existing item works like it do without a big perfomance issue.
Ok will now add support for the signal listener items (cinematic ..., entities that got startsOnMessage) so you can trigger a signal emitter which is sending a signal to entities like that.
Will also make a signal listener that can trigger logic entities after a message, so it works both ways.
That will combine my logic system with the signallistener system from Uwe.
How well does that push-trigger really work? I see that you extend the standard Trigger entity, and last time I used it I noticed it had huge issues, such as saying I wasn't in it while I was, and repeatedly telling me I entered it when I walked around in it (or repeatedly telling me I exit, which was even more odd). If you do have issues, I can send you a trigger entity I made myself which as far as I can tell works really well.
Also, is this mod for stuff like logic like in hammer? Cause I have been thinking of making such a framework (haven't yet, still stuck with patching up my old water mod to the new players <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=126153&hl=" target="_blank">movement </a>code), which can be implemented in entities to create inputs/outputs. The idea is to make it possible to use one function in for example the door entity to give it an input, which could easily be used for opening/closing/whatever this door based on another entities output, by linking them in the editor. Not a mod for triggering entities, like you got your trigger you can link to stuff, but instead a framework which would be used to make such stuff easyer to create. If that is what you are making, it would be entirely redundant for me to create such a framework, but otherwise, such a framework might actually enrich your mod.
Well you can't link anything in the editor, it's not made for this, you can only give an item a name and link to that, but need to make the connection later in the engine.
I have no problems with the trigger, sometimes the direction of force may be odd, but I works all of the time good for me.
So, I'm trying to better balance my Minifridge level by adding falling damage via ExtraEntitiesMod / Combat Mode. <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=112154039" target="_blank">http://steamcommunity.com/sharedfiles/file...s/?id=112154039</a>
This level is basically the opposite of the chuteout level, as Marines start above Aliens. So Marines can simply jump down, covering half the distance to the Hive in a couple seconds. Typically as soon as Marines start buying exos, the game turns in to a constant exosuit-driven hive push and that continues until the hive goes down.
Marines win most games: <a href="http://ns2stats.org/map/map/45" target="_blank">http://ns2stats.org/map/map/45</a>
So I turned on fall damage for the map tonight, hoping to slow the Marines down a bit. But some issues have been revealed.
1. Marines can still fall unbelievable distances and survive.
2. Marines can fall barely at all and take too much damage from it.
I'm using the ExtraEntitiesMod and noticed two issues with the func_moveable entity (I have them setup to open on a timer).
1. The door while open but the model will stay where it is, but you can walk through the door like its open. 2. The door will open and go up like it should, but when the player walks through the door; the player gitters like something is holding them back for a brief second.
I have for doors setup on my level and sometimes they work; and sometimes they experience these issues.
I found some <b>huge flaws</b> with the door entities.
So, I was making a siege map (where closed doors block areas of the map until a timer opens the doors). But it turns out that ARCs can drive through closed doors. Probably MACs too, but I didn't try.
Also, once the timer opens the door, a marine can walk up and press E to close the door. At this point the door remains closed for the duration of the game and nobody can open it.
One last thing. I was unable to open a door directly with the output of a timer (nothing happens when the timer expires). I had to put a multiplexer in between so it goes timer -> multiplexer -> 1 or more doors.
I tried some more things and here is what I found:
1. MACs and ARCs can and do path through func_door AND func_moveable :(
2. Cysts can be built through locked doors as if they were not even there.
3. If I increase the scale of a func_moveable, it only opens as far as the original was tall (in other words, it does not open far enough).
4. If I set Stay Open = true on a func_door, marines can lock the door after it opens. If Stay Open is false, the door can't be locked by pressing E anymore, but it only opens when someone is near. I'd like the doors to stay open all the time and not be lockable, but I can't do that with the current func_door.
But mostly my siege level is broken because of point #1. Marines can end the game with their first ARC before aliens even have a chance.
<!--quoteo(post=2057050:date=Jan 6 2013, 09:53 PM:name=bp2008)--><div class='quotetop'>QUOTE (bp2008 @ Jan 6 2013, 09:53 PM) <a href="index.php?act=findpost&pid=2057050"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3. If I increase the scale of a func_moveable, it only opens as far as the original was tall (in other words, it does not open far enough).<!--QuoteEnd--></div><!--QuoteEEnd-->
func_moveable would be much more useful with a few changes, forget direction and the small move distance which is only good for vents, instead make it origin to origin with a speed setting, we can then make our own doors, elevators and anything else we want to move from point to point.
I managed now that the door can block arcs etc, but they block it all the time (can't deactivate it when the door is open, only players can go through).
I don't know if its possible to remove the obstacle right, cause RemoveObstacle does not work...
Edit: OK got it now, it blocks every ai and player but not cyst, need to look how to block that. The search entity function works now also, you should not need to trigger the door via a timer and a multiplier anylonger. Will update that changes to workshop now.
The ARCs / MACs were the most important part. Cysts are just an irritation, as no "competent" marine team is going to let cysts live for long on their turf. Still, if you can figure out how to make cysts unbuildable behind a locked door while remaining buildingable when it is unlocked, then yay!
BTW, can a marine still lock the door if I have Stay Open = true?
All 4 doors configured like this (though obviously the others are named door_fight2, door_fight3, door_fight4) <img src="http://i.imgur.com/gcnXf.png" border="0" class="linked-image" />
<!--quoteo(post=2058314:date=Jan 9 2013, 04:52 AM:name=JimWest)--><div class='quotetop'>QUOTE (JimWest @ Jan 9 2013, 04:52 AM) <a href="index.php?act=findpost&pid=2058314"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok fixed now try it again. Yes marines can't lockt he door anymore.
And don't forget to build a block with the Group "OcclusionGeometry" at the door where the Arcs can drive.<!--QuoteEnd--></div><!--QuoteEEnd-->
Got some really good test games in my siege map with up to something like 16 players at one point.
There are a couple of issues:
1. First round works fine but after someone wins and everyone gets booted to the readyroom, the doors don't open again during the second game and some structures such as the extractors, harvesters, hives, and command chairs appear red and can't be placed unless you tweak your view angle just so. If I use the changemap command in the console after each round ends so the map is completely refreshed, none of those problems happen, the doors open as they should, and the structures have no issues dropping.
2. The doors really need to be scalable! They are so small you can keep even a skulk from getting through just by placing ONE machine factory thingy in the doorway. I'd like to be able to scale the doors to be many times wider and maybe twice as tall :D
Any idea what it would involve to solve these two issues?
That reset thing should be easy, but letting you resize models with animation not, need to look after it (could only let scale models without an animation till now).
Edit: Mhm Ok seems like I found an easy trick to scale the model, will test it and include it soon.
Changes: - Included the posibilty to scale a door - fixed timer not getting resetted right after game reset - func_moveable physic model should now be correct? - changed the way the mod is gonna be loaded so you can now also load Ns2c and eem together
<!--quoteo(post=2060811:date=Jan 15 2013, 06:49 AM:name=JimWest)--><div class='quotetop'>QUOTE (JimWest @ Jan 15 2013, 06:49 AM) <a href="index.php?act=findpost&pid=2060811"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Updated the Mod now to workshop.
Changes: - Included the posibilty to scale a door - func_moveable physic model should now be correct? - changed the way the mod is gonna be loaded so you can now also load Ns2c and eem together<!--QuoteEnd--></div><!--QuoteEEnd-->
So this update also includes a fix for the doors not working without a complete map reload after the first round? :D
There was also an issue probably unrelated to EEM (but maybe not?) where some structures could sometimes not be built after the first round. Particularly, hives, extractors, harvesters, command chair.
And lastly there was an issue where only a very limited number of structures could be built in my Secondary Command room, and could rarely be rebuilt even after recycling the old one. This particular issue would occur even during the first round.
Anyway, I will update the map tonight and give it another round of testing! Thanks JimWest!
Any idea why resource and tech points might be having trouble accepting their buildings during the second round? I don't think I can blame the map, so it has to be either NS2 or EEM...
Basically the structures show up as red instead of green unless you get into just the right angle. It took 3 different comms to get all the res nodes placed once.
Ack. I could have sworn I replied to this post again yesterday regarding the scalable doors but it isn't here. So here it is again:
The editor and the game have different ideas about how large the door is, once scaled. I scaled one door up to 3x width and 2x height, resized the hallway behind it to match, and thought everything was great until I started the game. In the game, the door is drawn much larger than it was in the map editor.
So I shrunk the door bit by bit trying to make it render the closer to the correct size in game. I ended up with a door that was close to 1.8 x 1.4 sitting in front of a map-geometry doorway that was sized for a 3 x 2 door. It looks ridiculous in the editor, like there is room to run around it in circles without touching the wall. However in game, it covers the entire hallway and blocks <b>player </b>movement the way it was supposed to.
Now, remember how I said it looked in the editor like you could run circles around the door because it was so small compared to the doorway I placed it in front of? MACs and ARCs think so too. In game, with the door closed and looking solid, MACs and ARCs will happily clip through the edges, basically treating the door as if it was the size it appeared in the map editor.
------------
To reproduce, simply build a func_door on a wall, scale the door to 3 x 2 or larger, and cut a hole in the "correct" size behind the door. In game, the door will be far too large. Now return to the editor and cut approximately 60% off the values you added to the scale. So if your door was 3 x 2 make it 1.8 x 1.4 or close. Open the map in-game again and it will look like it was originally intended, but MACs and ARCs will now be able to drive through the sides while the door is closed.
Thats strange cause I have tested it in a map and it looked exactly the same like in the editor and ai units can't drive trhough. How have you setted your editor, meters or inches?
Can you send me your map that I can look if I find the prob?
Just had a message from someone wanting to run stargate with the hidden mod but had problems with vent campers, i was wondering if it might be possible to have vents sealed shut using some sort of lua switch?
Also is there any chance you'll improve the func_moveable sometime like i suggested above?
Yeah Im also trying to modify the moveable but am strugelling a bit with the pathing. Mhm how should the map know, which mod is running? You could create a logic lua for it but then you have to programm a bit.
Ah i see, that's ok then was just a thought, i don't know any lua, if i did theres a few game modes id like to make, i'll probably do a dark themed version of stargate without vents then.
<!--quoteo(post=2061585:date=Jan 16 2013, 02:46 PM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Jan 16 2013, 02:46 PM) <a href="index.php?act=findpost&pid=2061585"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ah i see, that's ok then was just a thought, i don't know any lua, if i did theres a few game modes id like to make, i'll probably do a dark themed version of stargate without vents then.<!--QuoteEnd--></div><!--QuoteEEnd--> IMHO the darker the level is, the less suitable it is for playing The Hidden! Get too dark and he sticks out like a sore thumb. Of course if it is dark enough then everyone will turn on their flashlights and nobody can see the Hidden again.
Comments
You can trigger every item in my mod via another thing in the mod already.
(you can even set 2 timers that triggers each other every 2 min etc.)
Mhm yeah sending a special information between the logic things would be cool, but maybe a bit complex atm.,
would like to see first if every existing item works like it do without a big perfomance issue.
so you can trigger a signal emitter which is sending a signal to entities like that.
Will also make a signal listener that can trigger logic entities after a message, so it works both ways.
That will combine my logic system with the signallistener system from Uwe.
If you do have issues, I can send you a trigger entity I made myself which as far as I can tell works really well.
Also, is this mod for stuff like logic like in hammer? Cause I have been thinking of making such a framework (haven't yet, still stuck with patching up my old water mod to the new players <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=126153&hl=" target="_blank">movement </a>code), which can be implemented in entities to create inputs/outputs.
The idea is to make it possible to use one function in for example the door entity to give it an input, which could easily be used for opening/closing/whatever this door based on another entities output, by linking them in the editor.
Not a mod for triggering entities, like you got your trigger you can link to stuff, but instead a framework which would be used to make such stuff easyer to create.
If that is what you are making, it would be entirely redundant for me to create such a framework, but otherwise, such a framework might actually enrich your mod.
you can only give an item a name and link to that, but need to make the connection later in the engine.
I have no problems with the trigger, sometimes the direction of force may be odd, but I works all of the time
good for me.
This level is basically the opposite of the chuteout level, as Marines start above Aliens. So Marines can simply jump down, covering half the distance to the Hive in a couple seconds. Typically as soon as Marines start buying exos, the game turns in to a constant exosuit-driven hive push and that continues until the hive goes down.
Marines win most games: <a href="http://ns2stats.org/map/map/45" target="_blank">http://ns2stats.org/map/map/45</a>
So I turned on fall damage for the map tonight, hoping to slow the Marines down a bit. But some issues have been revealed.
1. Marines can still fall unbelievable distances and survive.
2. Marines can fall barely at all and take too much damage from it.
3. Exosuits do not take fall damage at all.
I'm using the ExtraEntitiesMod and noticed two issues with the func_moveable entity (I have them setup to open on a timer).
1. The door while open but the model will stay where it is, but you can walk through the door like its open.
2. The door will open and go up like it should, but when the player walks through the door; the player gitters like something is holding them back for a brief second.
I have for doors setup on my level and sometimes they work; and sometimes they experience these issues.
Have you come across these bugs yet?
So, I was making a siege map (where closed doors block areas of the map until a timer opens the doors). But it turns out that ARCs can drive through closed doors. Probably MACs too, but I didn't try.
Also, once the timer opens the door, a marine can walk up and press E to close the door. At this point the door remains closed for the duration of the game and nobody can open it.
One last thing. I was unable to open a door directly with the output of a timer (nothing happens when the timer expires). I had to put a multiplexer in between so it goes timer -> multiplexer -> 1 or more doors.
Any chance these things can be fixed?
1. MACs and ARCs can and do path through func_door AND func_moveable :(
2. Cysts can be built through locked doors as if they were not even there.
3. If I increase the scale of a func_moveable, it only opens as far as the original was tall (in other words, it does not open far enough).
4. If I set Stay Open = true on a func_door, marines can lock the door after it opens. If Stay Open is false, the door can't be locked by pressing E anymore, but it only opens when someone is near. I'd like the doors to stay open all the time and not be lockable, but I can't do that with the current func_door.
But mostly my siege level is broken because of point #1. Marines can end the game with their first ARC before aliens even have a chance.
func_moveable would be much more useful with a few changes, forget direction and the small move distance which is only good for vents, instead make it origin to origin with a speed setting, we can then make our own doors, elevators and anything else we want to move from point to point.
that are welded (with console command weld shut).
They also drive through the door, maybe need to change the pathing thing from ai classes.
(can't deactivate it when the door is open, only players can go through).
I don't know if its possible to remove the obstacle right, cause RemoveObstacle does not work...
Edit: OK got it now, it blocks every ai and player but not cyst, need to look how to block that.
The search entity function works now also, you should not need to trigger the door via a timer and a multiplier anylonger.
Will update that changes to workshop now.
The ARCs / MACs were the most important part. Cysts are just an irritation, as no "competent" marine team is going to let cysts live for long on their turf. Still, if you can figure out how to make cysts unbuildable behind a locked door while remaining buildingable when it is unlocked, then yay!
BTW, can a marine still lock the door if I have Stay Open = true?
Doors won't open. This gets spammed in console now.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[Server] Script Error #3786: lua/LogicMixin.lua:70: attempt to call method 'GetO
utputNames' (a nil value)
Call stack:
#1: TriggerOutputs lua/LogicMixin.lua:70
self = LogicMultiplier-341 { }
names = nil
retryTriggerEntities = { }
#2: OnLogicTrigger lua/LogicMultiplier.lua:65
self = LogicMultiplier-341 { }
#3: TriggerOutputs lua/LogicMixin.lua:80
self = LogicTimer-473 { }
names = nil
retryTriggerEntities = { }
(for generator) = function
(for state) = {1="multi_fight" }
(for control) = 1
i = 1
name = "multi_fight"
entity = LogicMultiplier-341 { }
#4: OnTime lua/LogicTimer.lua:93
self = LogicTimer-473 { }
#5: CheckTimer lua/LogicTimer.lua:65
self = LogicTimer-473 { }
#6: lua/LogicTimer.lua:50
self = LogicTimer-473 { }
deltaTime = 0.03288034722209
[Server] Script Error #3787: lua/LogicMixin.lua:70: attempt to call method 'GetO
utputNames' (a nil value)
Call stack:
#1: TriggerOutputs lua/LogicMixin.lua:70
self = LogicMultiplier-341 { }
names = nil
retryTriggerEntities = { }
#2: OnLogicTrigger lua/LogicMultiplier.lua:65
self = LogicMultiplier-341 { }
#3: TriggerOutputs lua/LogicMixin.lua:80
self = LogicTimer-473 { }
names = nil
retryTriggerEntities = { }
(for generator) = function
(for state) = {1="multi_fight" }
(for control) = 1
i = 1
name = "multi_fight"
entity = LogicMultiplier-341 { }
#4: OnTime lua/LogicTimer.lua:93
self = LogicTimer-473 { }
#5: CheckTimer lua/LogicTimer.lua:65
self = LogicTimer-473 { }
#6: lua/LogicTimer.lua:50
self = LogicTimer-473 { }
deltaTime = 0.031512279063463<!--c2--></div><!--ec2-->
over and over and over again.
Door timer setup is as seen in the screenshots here:
<img src="http://i.imgur.com/oupLX.png" border="0" class="linked-image" />
<img src="http://i.imgur.com/GtxXA.png" border="0" class="linked-image" />
All 4 doors configured like this (though obviously the others are named door_fight2, door_fight3, door_fight4)
<img src="http://i.imgur.com/gcnXf.png" border="0" class="linked-image" />
Will try to reupload it again later.
Yes marines can't lockt he door anymore.
And don't forget to build a block with the Group "OcclusionGeometry" at the door where the Arcs can drive.
Yes marines can't lockt he door anymore.
And don't forget to build a block with the Group "OcclusionGeometry" at the door where the Arcs can drive.<!--QuoteEnd--></div><!--QuoteEEnd-->
Got some really good test games in my siege map with up to something like 16 players at one point.
There are a couple of issues:
1. First round works fine but after someone wins and everyone gets booted to the readyroom, the doors don't open again during the second game and some structures such as the extractors, harvesters, hives, and command chairs appear red and can't be placed unless you tweak your view angle just so. If I use the changemap command in the console after each round ends so the map is completely refreshed, none of those problems happen, the doors open as they should, and the structures have no issues dropping.
2. The doors really need to be scalable! They are so small you can keep even a skulk from getting through just by placing ONE machine factory thingy in the doorway. I'd like to be able to scale the doors to be many times wider and maybe twice as tall :D
Any idea what it would involve to solve these two issues?
need to look after it (could only let scale models without an animation till now).
Edit: Mhm Ok seems like I found an easy trick to scale the model, will test it and include it soon.
Changes:
- Included the posibilty to scale a door
- fixed timer not getting resetted right after game reset
- func_moveable physic model should now be correct?
- changed the way the mod is gonna be loaded so you can now also load Ns2c and eem together
Changes:
- Included the posibilty to scale a door
- func_moveable physic model should now be correct?
- changed the way the mod is gonna be loaded so you can now also load Ns2c and eem together<!--QuoteEnd--></div><!--QuoteEEnd-->
So this update also includes a fix for the doors not working without a complete map reload after the first round? :D
There was also an issue probably unrelated to EEM (but maybe not?) where some structures could sometimes not be built after the first round. Particularly, hives, extractors, harvesters, command chair.
And lastly there was an issue where only a very limited number of structures could be built in my Secondary Command room, and could rarely be rebuilt even after recycling the old one. This particular issue would occur even during the first round.
Anyway, I will update the map tonight and give it another round of testing! Thanks JimWest!
Any idea why resource and tech points might be having trouble accepting their buildings during the second round? I don't think I can blame the map, so it has to be either NS2 or EEM...
Basically the structures show up as red instead of green unless you get into just the right angle. It took 3 different comms to get all the res nodes placed once.
The editor and the game have different ideas about how large the door is, once scaled. I scaled one door up to 3x width and 2x height, resized the hallway behind it to match, and thought everything was great until I started the game. In the game, the door is drawn much larger than it was in the map editor.
So I shrunk the door bit by bit trying to make it render the closer to the correct size in game. I ended up with a door that was close to 1.8 x 1.4 sitting in front of a map-geometry doorway that was sized for a 3 x 2 door. It looks ridiculous in the editor, like there is room to run around it in circles without touching the wall. However in game, it covers the entire hallway and blocks <b>player </b>movement the way it was supposed to.
Now, remember how I said it looked in the editor like you could run circles around the door because it was so small compared to the doorway I placed it in front of? MACs and ARCs think so too. In game, with the door closed and looking solid, MACs and ARCs will happily clip through the edges, basically treating the door as if it was the size it appeared in the map editor.
------------
To reproduce, simply build a func_door on a wall, scale the door to 3 x 2 or larger, and cut a hole in the "correct" size behind the door. In game, the door will be far too large. Now return to the editor and cut approximately 60% off the values you added to the scale. So if your door was 3 x 2 make it 1.8 x 1.4 or close. Open the map in-game again and it will look like it was originally intended, but MACs and ARCs will now be able to drive through the sides while the door is closed.
ai units can't drive trhough.
How have you setted your editor, meters or inches?
Can you send me your map that I can look if I find the prob?
<a href="https://dl.dropbox.com/u/72769267/ns2_hivesiege.level" target="_blank">https://dl.dropbox.com/u/72769267/ns2_hivesiege.level</a>
Note there are a few custom textures not included in the .level file but nothing major.
Also, yes I am aware of the poorly positioned occlusion geometry around one pair of doors.
Also is there any chance you'll improve the func_moveable sometime like i suggested above?
Thanks.
Mhm how should the map know, which mod is running?
You could create a logic lua for it but then you have to programm a bit.
@bp will look after it tomorrow
IMHO the darker the level is, the less suitable it is for playing The Hidden! Get too dark and he sticks out like a sore thumb. Of course if it is dark enough then everyone will turn on their flashlights and nobody can see the Hidden again.