Bumbleson on 12/5/2005 at 23:38
I think he just modified the textures. They are stored separately.
New Horizon on 13/5/2005 at 00:14
Quote Posted by angrypenguin
This may be stupid but didnt john p edit the game levels with his texture packs tool.
Or was that something else. :confused:
Yeah, not so much the levels I think but the files where the textures were stored.
Kernel_GFXALL.ibt
MainMenu_GFXALL.ibt
Actually, I might be wrong about that. There may have been some hex editing of the levels themselves.
Bumbleson on 13/5/2005 at 20:26
And that's what I'd like to avoid. I've tried all sorts of weird things and I must say: if somebody sometime should accomplish to make a script that creates new links between formerly unlinked objects or archetypes during the game, I will propose him/her for the nobel prize :p
*walks off to study necromancy, then raises ISA from the dead and commands them to release a full SDK*
Fallen+Keeper on 24/5/2005 at 12:05
Is the project dead?
Is anybody still thinking about the new cool and this time THREATINING Assassins? You have done a lot in order to improve it. Let's not let it die now...
Mortal Monkey on 24/5/2005 at 15:23
Quote Posted by Rantako
This is basically what Bumbleson suggested earlier, and it works pretty well.
[snipped]
Wouldn't it be advantageous to relocate the markers each time Garrett is seen instead of ignoring him until the 30 seconds run out? You might also want to remove the potential marker belonging to any assasin which actually makes contact with Garrett.
Bumbleson on 24/5/2005 at 21:09
I don't want the project to be dead, but I needed a break (hey, and where have the others gone? :confused: ). I tried to modify Rantako's method in a way that makes it usable with the OMs (i.e. gamesys-only). The problem here is that the link between the assassins(s) and the marker is not inherited by the assassins who are already placed in a map. So I would need a script that creates links between unlinked objects. But all the script conditions and actions that refer to objects or archetypes require an already existing link from or to the object (except one I think, but it can't do what I need). If I could refer to an object class I could emit the marker, then make a script that links all AIs of class assassin to the object of class marker and make them run to it. Something to that extent.
Since I was unable to do that and had a couple of other failures with scripting, I was (and am still) quite frustrated and turned to other things, like contributing to the wiki.
ascottk on 25/5/2005 at 05:08
Couldn't you do a simple "Select All KeeperAssassins*" from the right click menu (view properties of course) and then apply the script? I've done this a few time with the new level I'm putting together & it seems to work.
EDIT: Do I actually know what I'm replying to? Hmm . . .
nomad of the pacific on 25/5/2005 at 10:02
If we fixed it that way, we'd still have to upload the entire missions for people without the editor instead of just distributing the gamesys. :(
Bumbleson on 25/5/2005 at 13:09
The script is not the problem. The link to the marker is. All the assassins in the OMs were created before that link existed. If we add it to the gamesys now, these concrete AIs still wouldn't have it. Only newly spawned assassins would inherit it, but as we all know, they do not respawn.
I even made a script that replaced all existing enforcers by new ones from the gamesys immediately after the map started. The new ones had the required link, but now they had no patrol route. And - you can probably guess it - to link them to their patrol via a script, I would need an already existing link from "somewhere" to the patrol route. So you see, whatever I do, the old problem (can't refer to an object without a link) always returns, one way or another.
Fallen+Keeper on 25/5/2005 at 13:19
Do we really need the patrol route? Why do not set them on continuous search mode?