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Singleplayer set under work
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LEON
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Joined: 11 Jan 2005
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Location: Norway

PostPosted: 09.10.2010, 14:36    Post subject: Singleplayer set under work Reply with quote

Hi guys.

Im currently working on a singleplayer level set. 4 levels.
I post here to put myself under presure to finish it Smilie It takes forever to construct rooms.
So far I have 1 level finish, scriptet, with bots and everything. Second level is allmost done when it comes to rooms, and i have some few rooms finish on level 3.

The story is really simple. You are in a prison, and someone needs you for a mission. so they help you to escape. First they smugle a ship into your prisoncell, then you upgrade the weapon system, then you steal a faster ship, and finally you escape from the complex. After that is the actual mission. Simple Smilie But lots of bots to fight. Which is what i like about singleplayer.
I think bot fighting have a better replay value than puzzles. For every time you try, kill them faster, better, on a higher difficulty level. Develop your flying and aim. But i agree, a good story is a motivation factor. I was playing Defcon1 by Ron Lester the other day, and that level has a really good story and well scripted.
If my story is good or not, I dont know. We will wait and see, when its finish you can judge Sehr glücklich

Pics;









Leon

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Last edited by LEON on 09.10.2010, 14:36; edited 1 time in total
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Boogie
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PostPosted: 09.10.2010, 14:53    Post subject: Reply with quote

i really look forward to play this - i miss new good singleplayer missions Sehr glücklich keep on working, hopefully i can get motivated to build another mission by myself...
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Maulwurf
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Joined: 17 Jul 2001
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PostPosted: 09.10.2010, 16:08    Post subject: Reply with quote

I like the light stuff Sehr glücklich
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Boogie
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PostPosted: 09.10.2010, 16:54    Post subject: Reply with quote

yes, the room geometry and lighting is great. as seen in karlitos way Smilie
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Linux-Fan
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Joined: 06 Jun 2009
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PostPosted: 09.10.2010, 19:23    Post subject: Reply with quote

Will there also be a linux-version of that scripts?
If yes I would really like to play that level.


Last edited by Linux-Fan on 09.10.2010, 19:24; edited 2 times in total
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LEON
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PostPosted: 09.10.2010, 20:53    Post subject: Reply with quote

I'll try my best to finish it, thers a lot of work. I started on it for more than a year ago. Took a break from it, but started on it again now.

Thers some script stuff i haven't figure yet. Like how to make a bot spawn a weapon or keys and stuff like that. So far i have found other solutions that work as well. But i would really like to have levels where you have to fight for your weapons and steal them from bots.

Hope you make some more SP levels. Boogie Smilie

Yeah, hopefully there will be a linux version on it. My man DCent converted the script file last time. Im sure he will do that again Sehr glücklich

More pics:




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Last edited by LEON on 09.10.2010, 20:55; edited 1 time in total
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Thomas
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PostPosted: 09.10.2010, 22:15    Post subject: Reply with quote

Hey Leon, it's great to see some new stuff coming up!

LEON wrote:
Thers some script stuff i haven't figure yet. Like how to make a bot spawn a weapon or keys and stuff like that. So far i have found other solutions that work as well. But i would really like to have levels where you have to fight for

You put a powerup in the level, no matter where. Give it a name.
When the level starts, ghost it. When the bot dies, move the bot's position in the position clipboard, then move the powerup to that position. Finally unghost the powerup.


Last edited by Thomas on 09.10.2010, 22:17; edited 1 time in total
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LEON
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PostPosted: 09.10.2010, 22:49    Post subject: Reply with quote

Ah! That worked Thomas, thank you

Smilie

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DwnUndr
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PostPosted: 10.10.2010, 02:47    Post subject: Reply with quote

Nice use of lighting Winken
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Linux-Fan
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PostPosted: 10.10.2010, 18:25    Post subject: Reply with quote

LEON wrote:
Yeah, hopefully there will be a linux version on it. My man DCent converted the script file last time. Im sure he will do that again Sehr glücklich


Great! I will surely play it when it's ready.
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Markus
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PostPosted: 11.10.2010, 22:13    Post subject: Reply with quote

Good work Leon, plz let me know when its ready Smilie
Well we c us every day in the mines Cool

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LEON
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PostPosted: 19.10.2010, 19:02    Post subject: Reply with quote

Hey.

Thanks for the feedback.

A small update:
Rooms for the second level is finish, only need to script and put bots in it.

Cool

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LEON
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PostPosted: 23.10.2010, 10:30    Post subject: Reply with quote

Hi.

Looks like im stuck with a script problem again.
How do you make a goal which needs more than one operation to be done in order to complete the goal?
Lets say i have 6 bots in a room, and need all of them to die before the story continue.
I added all the bots to the current goal item by using the 'add item' , but when i try in game the goal complete when first bot is killed.
I checked with level13 reti. where you need to kill all the stormtroopers to complete the level. The goal was dallas script controlled, and I have no access to the actual script.
In dallas im not even close to figure the solution.

Any ideas?
Thanks

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Atan
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PostPosted: 23.10.2010, 13:16    Post subject: Reply with quote

I'll could write a script function which will check if these bots are alive for you.
That function must be inserted inside your level script then and you can handle it via DALLAS as usual.
All I need are some infos:

Are all the bots of the same type?
Then I need the type and final count.
This could be variable too and handled via DALLAS later, but a fixed count would be a lot easier. ( for me Smilie )

If it's not the same type of bot, you should give each single bots to check for, a name (Object Bar -> name)
i.e. b1, b2, b3 or beast, sun, coffee, or One , Two, Three,
all as you'll like. But the names must be different!
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LEON
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PostPosted: 23.10.2010, 16:01    Post subject: Reply with quote

Thanks for your suport Atan.

So...i need a custom script to do this?
As for now i have 6 bots in the last room. 2 stinger, 2 tubbs and 2 stormtrooperwhite, which i have named hangarbot1, hangarbot2, hangarbot3, hangarbot4, hangarbot5 and last hangarbot6 for dallas to recognice.

I have tried some other solutions, like let them come from an matcen, and if last IT is an powerup-then play endmovie.
Or I can ghost them, and unghost them one by one, when last bot is killed-set goal to complete and play endmovie.
Only problem with this, is that last room is really big and it had been cool to fight them all at the same time. I can fix this by have some random bots flying around in there, but then it will be really confusing for the player why he completed the goal or why the level ended. And having some bots still alive when endmovie kicks in, isnt good either.

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Floyd
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PostPosted: 23.10.2010, 16:36    Post subject: Reply with quote

i can't remember everything, but how about you set a flag (user variable) for each bot if it's killed and end the level on the condition "if (bot1 AND bot2 AND bot3 AND bot4 AND bot5 AND bot6) ==1 then endlevel". i guess that's what Atan has in mind, but i think this should also be possible with dallas.
if the above isn't applicable, then do it this way:
if bot1==1 then if bot2==1 then if bot3==1 then if bot4==1 then if bot5==1 then if bot6==1 then endlevel

"1" is for flag set. you can also use BOOL.
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Atan
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PostPosted: 23.10.2010, 17:26    Post subject: Reply with quote

Floyd,
I think it can be done by DALLAS only like you stated, but it needs some more checks to know "if bot"
But DALLAS scripting can become a hard task because you need a couple of lines to handle it inside DALLAS this way.
So if a script become bigger and bigger IMO it's the best to write your own DALLAS- function which enable the same functionality by handle it with 'one or two line only' inside DALLAS then.
An good example i.e. is changing textures for multiple faces inside a room. You would need one DALLAS line for each single face. This could be done with one line if we use a custom function.
DALLAS user variables a limited too, if you need a really complex script handling for your level, you may need that custom functions too.

Leon, if your DALLAS script isn't really big up to now, try out Floyds idea first, if you can't beat it that way, tell us again and I will make a custom function for you.
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LEON
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PostPosted: 23.10.2010, 19:31    Post subject: Reply with quote

My script isnt big, so far. I have about 7 lines. Some of the lines is pretty big with lots of actions added to it. But still...i think my script is small.

Floyds solution is greek for me Sehr glücklich
Let me see if i have understood this right.
"Bot1 is killed/ then an if/then clause who says "if bot2 = dead" "if bot3 = dead" and so forth---allways- play endmovie". And I must make this script for all my bots. Right?
How do i set an uservar for a bot? is it uservar or userflag?

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Atan
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PostPosted: 23.10.2010, 20:52    Post subject: Reply with quote

here is one way to do that trick with DALLAS only. No variables needed. Action should be changed from message to action you need.
Without knowledge about cpp the above way is simply the best!
But this may be increase to much by more and more bots to check. And then you may choose the custom function way.
Example about -how to- via PM.
Hope this helps.



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LEON
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PostPosted: 23.10.2010, 21:35    Post subject: Reply with quote

Ait! That worked Atan Smilie

Thanks a lot.

Level 2 is now close to finish.

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