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[Map] Train
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00action
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Joined: 21 Feb 2007
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 PostPosted: Wed May 05, 2010 5:17 pm    Post subject: Reply with quote Back to top

Footsteps are now complete, i recomend to anyone converting a level to do the footsteps, its amazing how much of a difference it makes.
When in clipping mode right click on the clipping tile you want to change and go to sound effect.
I love the sound of the dirt under jo's feet outside the train!

Roller Doors are now working properly.
To get a roller door working use sound: A, door type: 4 and make sure the "unknown" value is set to the same or lower than the distance traveled value to allow you to walk through.

Im having problems with action blocks, i tried using that pelagic guard for the ones behind the crates and i failed, not giving up tho!
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00action
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 PostPosted: Thu May 06, 2010 6:56 am    Post subject: Reply with quote Back to top

Im having problems with the intro block editor, ive bin trying to set up the start weapons and ammo and its not working properly! some weapons are and some arent showing up that im putting in the list.
I opened up Airbase setup to see how it was set up but the intro block editor is saying there are no wepons or ammo even tho you start on that level with a crossbow and drug spy? has this part of the editor not been looked at yet?
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Wreck
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 PostPosted: Thu May 06, 2010 11:51 am    Post subject: Reply with quote Back to top

Hmmm, I know that PD handles your starting equipment two different ways. The standard way is to just set up the weapon or item in the Intro Block. This guarantees (or so I think) that you'll always begin the mission with them. They also assign them in an Action Block. If you don't require something like the ECM Mines in Defection on Agent, you don't get them. They'll only appear in your inventory on the correct difficulty levels. It's possibly that they do the same with various equipment for one reason or another.

Footstep sounds are a great extra. It was nice to hear the transition from tile to water in the Egyptian Temple the first few tests.
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Dragonsbrethren
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 PostPosted: Thu May 06, 2010 12:43 pm    Post subject: Reply with quote Back to top

PD gives some of its equipment through 14XX action blocks:

Code:
0003 Leave the Routine, But When Return Continue from Spot
010BF402 Make Guard Ally (10)/Foe (02) (Counter-operative [player 2])
006A0EF8 Give guard 16-object (Joanna [player 1]) (Nightvision Goggles)
006A0EF5 Give guard 16-object (Spawned Guard) (Nightvision Goggles)
0005FD0017 Jal To Function 05? 0005 (FD0017)
0004 Terminator


(Spawned Guard there should say Velvet [player 2]. I guess Sub missed one.)

I'm not sure if that is required for certain things or not; all I've done with the intro blocks if give the player a starting weapon and ammo. You need to place the weapon somewhere in the setup (they usually use pad FFFF), tag it, then give it to the player in a block like this.
 
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SubDrag
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 PostPosted: Thu May 06, 2010 3:44 pm    Post subject: Reply with quote Back to top

F5s should be fixed in beta now
 
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00action
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 PostPosted: Thu May 06, 2010 4:51 pm    Post subject: Reply with quote Back to top

new picture added to first post.

Thank you for your help i tryed it and it worked first time! now both players start with falcon 2 and laser.
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Wreck
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 PostPosted: Thu May 06, 2010 8:54 pm    Post subject: Reply with quote Back to top

Cooperative missions in GoldenEye maps...
Just one more awesome bonus that the PD engine offers. Smile

I'll try and get a patch off to you within the next two days. Will try and port some of the remaining objects over, as well. Maybe we can also see about getting the hats in. They didn't fit on the PD heads well, but I can understand that. The GE and PD heads fit on bodies differently, so hats would probably be off a bit, too. Plus PD has guard scaling, which could play into the positioning.
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Trevor
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 PostPosted: Fri May 07, 2010 2:15 am    Post subject: Reply with quote Back to top

Body scaling? Cool but what for?

Could it be just to give the impression of less clones or is it a practical use?

I have an idea, sort of a workaround however it may or may not require doing things a bit different and that is to build heads with hats... oh dam, I just realised why they are seperate, so you can shoot them off...
Oh well, so much for my idea...

Idea 2, make 3 hat sizes S, M & L (Except they just have different center coords). again mayby wont work.

Trev
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00action
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 PostPosted: Fri May 07, 2010 7:47 am    Post subject: Reply with quote Back to top

Wreck: If the bodys and heads are ported from goldeneye then the hats should fit shouldnt they? no need for re-possitioning or scaling?

Im not sure if you know already but goldeneye train used action blocks to spawn all the janus special forces guards thats why they were in different possitions each time you played the map, any way this means there are no janus special forces guards in my map (with the eception of 2) at the minit but i do have there presets so for now i could just add them as guards until we figure out the action blocks, what do you think?

Trev: problem with making multiple versions of the same object, tho a good idear would waist object spaces that could be used for more inportant objects.
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Wreck
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 PostPosted: Fri May 07, 2010 2:35 pm    Post subject: Reply with quote Back to top

The problem also lies with random heads. Say a large hat works on Karl's head, but the head loaded in on the body using that one ends up being Grant. It might not look right on him. He might be better suited to the medium sized cap. There's no way to know which head is going on which body when setting a random selection. Even action blocks probably can't detect that.

If you look at some of the guards, you can clearly see a size difference between them. Even if they're using the exact same body model, one could be half a foot taller. A nice idea that makes things a bit more realistic. It must be set in the character block, but we haven't documented enough about it to separate size and statistics.

I'm hoping that with a body and head from GoldenEye, the hats will fit correctly. I don't know if the guards all have to be full-scale, or if making them bigger or smaller might alter how the hat rests on the head.

As for the randomly located Janus Special Forces in Train: You could probably add a couple of them at specified pads for the time being. The two are always in the bathroom stalls, are they not? I seem to always run into them. Those guys, plus another three or four would do the trick.
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00action
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 PostPosted: Fri May 07, 2010 3:02 pm    Post subject: Reply with quote Back to top

ahh i see theres a lot more involved than i first thought, so realy we are just gona have to do some testing, it would look great if we could do it plus we would be using a feature that PD had but never used!

The two Janus Special Forces guards are actually the ones in the last carridge that run through when you blow the last brake.
I will add thouse extra guards for now then.

Help please: How do i get the level to end when you walk up the tracks?
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Camaro
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 PostPosted: Fri May 07, 2010 3:05 pm    Post subject: Reply with quote Back to top

Isn't there always two Janus Special Forces in the bathroom, two in the next room, one after that, two spawned when you destroy the brake units, and then one more that is spawned behind you?
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Trevor
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 PostPosted: Fri May 07, 2010 3:17 pm    Post subject: Reply with quote Back to top

There is one thing about this spawning buisness, it makes for a better "never play the same twice" game/level.

With the hats I guess you can only give it a shot.

So, the scaling is just for a bit more realism and to accomodate for clones.

Trev
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00action
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 PostPosted: Fri May 07, 2010 3:21 pm    Post subject: Reply with quote Back to top

Camaro: as far as i can tell the two guards at the end that run through when you blow the last brake are the only ones that are set by the object block the rest of the janus special forces are spawned in by action blocks.
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00action
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 PostPosted: Fri May 07, 2010 3:24 pm    Post subject: Reply with quote Back to top

Trevor wrote:
There is one thing about this spawning buisness, it makes for a better "never play the same twice" game/level.


this is why i want to get the action blocks working eventualy and also to make the level as close to the goldeneye one as possible.
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