Thank you.
Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
MonsterEvent-A screen displaying message that last around 5 seconds. This is your main instruction actor when creating intros, progressing and outtro's. All players will see this on their screens. Very important actor in telling the ' story ' or just as a ' thank you for playing' message.
Git it. Adding them in. Got some in already.
Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
About Priest Timer:
Maybe possible toggle Priest when all killed in zone or near to it.
For example if only one monster left activate Priest with delay in 15 seconds with appropriate message about that.
If you want make challenge.
Or simple activate it when all monsters dead.
Or activate by player touch, if you want all left to player.
So how do you toggle him on and off? Like a round robin trigger or something? Trigger pound?
Let's say he gets out of cell goes to the first door and opens it, then how do I turn him off again to wait until he is triggered again?
I just don't know how to do this but I love the idea of him to wait until area i clear.
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Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
Empty maze at one end of start zone. Look like unfinished part of map.
Yes I am developing some fly area there. It;s work in progress there. I almost have it fleshed out now.
Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
Flies can block doors. Better make it slide doors.
Also for player hard open such door from back side.
Done. Sliding doors with return group set.
Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
On start zone fps drop to 15. Not good.
Removed the fire waver light effect. You can give me fps update when you get to last area since i have added a ton more stuff in the tower docks area.
Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
Need message when touch sphere. Something like "Hmm. I think Nali Priest help me with these strange things..."
Good idea. I'll get that included.
Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
2 Manta at hole in ceiling before third door always missed. Better move it close to hole.
Moved closer to edge. Done.
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Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
Nali patch to 3 door very strange in some places. Try watch on it.
I had a lot of trouble getting him to walk to the 3rd door. I got him to do it with that extra patrol point. I have since removed it and got him to walk better.
Nali does not like at all red path line and refuses to use them. lol So picky.
Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
Laser grid under after first door. What is that? It id deadly or not? Players must know before they touch it and die (or not die).
It used to be a pain zone but I have removed it. It was another challenge that didn't work very good. I also hated the textures even though they are in nalicast utx they
sure do not look like they belong. Nali didn't like pain zone so there will be no security zap to turn off now. I just removed the whole thing. Too many rum and cokes when I was playing around with this idea. It never panned out.
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Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
Boats can be triggered from water if you swim near. So you try swim near for get to boat and boat started and go away. Nice.
lol. I am thinking I will build a new boat that you can get on from the water on 3 of 4 sides. That should eliminate that issue.
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Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
Nali scared by water monsters and return back. Boats started swim without him. it is not good. Nali should able travel on his boat even if player not clear way.
The nali boat only goes 1 time. Not sure what to do about this. You are right, but..I don't know the solution yet.
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Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
I delete all TorchFlame and fps stop drop to 15 at start area.
NextAttempt: I set LightType to LT_None for all TorchFlame and FPS stop drop.
So you need adjust LightType for all TorchFlames. Only few must use not LT_None.
This allow you save beautiful look and high FPS.
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Tested with 10 TorchFlames with LT_Steady. FPS drop to 25, not 16 but too not comfortable.
So better avoid light effects at all for great performance.
Or make 1-2 light effect per visible zone.
Done.
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Buggie wrote: ↑Sun Jul 19, 2020 9:49 am
Skybox still look bad.
I think need bigger sphere for skybox area.
Or make texture smaller. Currently stars too big.
Okay, my secret is out. I suck at skyboxes. I'll keep working on it. Thanks for the cool skybox things.
I'll see what I can do to make it better.
Great feedback. I think there is still some things from other comments you had too. Were you the one checking the pathnodes too close message? I have reworked a lot of the pathing. Hopefully it is getting better.
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sektor2111 wrote: ↑Mon Jul 20, 2020 9:22 pm
Entertaining... these doors respond at GRAB any time as I see in picture. You don't need to fight for doors, just open them like Bots...
I don't know what this GRAB is, I assume it is a cheat to open doors? I can stop bots with blocked paths but I have no clue how to stop a player from doing it or how they do it. Or what it is.
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Barbie wrote: ↑Mon Jul 20, 2020 9:48 pm
Yes, online, (But what I don't understand: all fragments have a "LifeSpan" value of 20, bStatic=False, bNoDelete=False, so ALL fragments should have vanished after 20 seconds. But they differ in RemoteRole and bNetTemporary. Is that the reason why some fragments (FemaleHead) don't vanish?)
Ah, sounds like I need to add just female heads in there..lol Okay I didn't know that. I don't know anything about map things online. I appreciate your help on these things.
That boat is just a sinking trap anyway. I just wanted to have a clue, maybe not take that boat with all the body parts, like the visual clue of the red flag on boats you should take. Someone said my boat flag won't work online though, so I have to fix that too.
Barbie wrote: ↑Mon Jul 20, 2020 9:48 pm
Yes, setting an unique string for "ReturnGroup" for each mover of a group that should return when one part is blocked. (See also
Wired Mover sounds.) But it only makes sense for movers controlled by triggers and not by bump.
Ah. Very good. I don't ever remember using that setting before.
Barbie wrote: ↑Mon Jul 20, 2020 9:48 pmTry an exploding ripper blade or Shock rifle ball or rocket:
Ah..lol...okay I see now.
Barbie wrote: ↑Mon Jul 20, 2020 9:48 pm
What I've notice while looking your map in Zone View: Are you sure that the zone "Lazer Security Zap" works? It does not differ in Editor's Zone View.
It used to zap you and i was making a turn off challenge but I didn't like it and I have the whole area cleared of that mess now. No more zap zone.
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Thanks good stuff. Don't be mad but i made a couple new areas since beta3 lol I can't help myself. Adding that sniper rifle also had me making some 'protection' rooms for monsters. Plus some other stuff.
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@evilgrins - Those skaarj Lords are not as tough as the Berserkers but you were right, they seem to not attack each other.
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Okay, back to work!
TO DO LIST:
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Okay the spawn items in boxes. I have a 50 shield in one box. The problem with adding items spawn from box destruction is that they continue to respawn so it isn't a one time gift. If you can explain how to make contents a one time item I will add health vials, but i don't want players to fill up health because of it. I have added med box and health vials on death of safe room monsters.
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critical event messages
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Tools - replace texture. - Thanks for this Buggie. Forgot about this tool.
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make objective screenshots
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see if sector can check paths too close again.
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fix boat pathing. LE-LC-LE combos
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boat mover collision closed gateway issue.
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add time limit explanation to readme(if needed)
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Find way to keep red flag of boat online.
???avoided by using other non-static actors with a mesh changed????
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Need message when touch sphere. Something like "Hmm. I think Nali Priest help me with these strange things..."
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@sector - I'll get to the waypoint stuff in the multiplayer version
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build boat you can get on from water
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see about a triggeron and off for Nali timer bypass.
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