TF on 25/10/2005 at 11:11
Realism. And cameras with sound are far too easy, but like I said, the final pack will have several gamesystems for the player to choose from. I'll make sure there's a 'loud and clear cameras' gamesys available.
About the item scattering when gibbed, the 'lootable' property basically creates and Contains links the items to the AI when the level is initialized, and IIRC Telliamed made a script that allowed a container's items to be scattered in its dimensions when it was slain.
However, I've achieved the gibbing through S&R, namely when the hybrids receive a Standard Impact stim of an intensity of at least 19, the gibs and blood are created while the main monster is destroyed.
Would it be possible to make a new script for me to put on the hybrids, which I could trigger with the same Standard Impact receptron? I'm thinking about that 'Send to Scripts' receptron reaction which torches in Thief used with Waterstim.
Nameless_Voice on 26/10/2005 at 09:16
Could you just make the AI's body be destroyed when 'slain' and use the 'Slay Object' Receptron instead of 'Destroy Object'?
Simply adding a Corpse or Flinderize link would do the trick, though links are hard to add via S&Rs. I'm not 100% certain if it exists in SS2, but if it does your best bet would probably be the misleadingly-named (
http://www.geocities.com/nameless_voice/index.html#http://www.geocities.com/nameless_voice/Tutorials/Properties.htm#ParticleType) Sfx->Particle Type property.
Pointing to what? I don't know. Anything. Maybe a small explosion (just the physics effect, not an actual visual explosion!)
The use Telliamed's script to scatter the AI's contents.
So, what would happen is:
AI gets hit by the stim.
S&Rs create the body parts.
S&Rs set properties so that the body is destroyed when the AI is slain.
S&Rs slay the AI.
Telliamed's script scatters the AIs contents
The AI becomes whatever corpse you linked to; body is destroyed.
Might work?
TF on 26/10/2005 at 09:23
Sounds like it might, I'll give it a shot when I get the time.
ZylonBane on 26/10/2005 at 15:12
Hey, can you make the terminal boxes spark and explode a little when destroyed?
TF on 26/10/2005 at 16:48
Yeah, you can make anything react to damage by creating something from the gamesys at its location.
Ultraviolet on 27/10/2005 at 04:22
How about some light objects that you can shoot out ala Splinter Cell (and also with sparks and maybe some randomly offset dynamic light flashes)? Definitely a heavy gameplay alteration, but it might be nice to know how it could be done at least for custom missions if you aren't willing to include it here.
The thing I find wrong with the protocol droid dash is that it's stylistically wrong, not wrong in terms of gameplay. "My performance will begin to degrade soon!" and lines like that as the droid keeps on with business as usual is the way the droid best keeps his "creepy" feel about him.
Any way to get better bloodsplat clouds from certain damage types, both for the player and for enemies, without gibbing the enemies?
TF on 27/10/2005 at 11:15
The protocol droid only dashes if he's been damaged by the player.
Blood splats from the player have been delayed due to multiplayer fears, I'm looking into it again. I'm skeptical about it in general because I can't get it to splat onto walls, and even as smalls as the spatters might be there's still a high chance of them looking wrong due to being a mere image (hanging halfway off a ledge etc) and there's going to be a lot of shooting compared to gibbing. If you mean spangs from getting shot and not puddles then no, you can't have new ones.
What do you mean with that emitting light objects comment? You can emit objects with lighting, but I don't see what else you're trying to tell me, especially how it could be a 'gameplay alteration'.
Zygoptera on 27/10/2005 at 11:54
I believe he means shooting out the lights, ie, shoot light, light breaks and goes out.
TF on 27/10/2005 at 12:15
Oh, that. Well, not all lights are AnimLights which you can switch on/off, so it'd be annoying in a way. That and even if they are animlights the new 'Anim Light Turn Off' receptron I found which is ss2-only, doesn't work.
William Dojinn on 27/10/2005 at 12:25
That and would there even be a point to killing the lights? after all I'm not even sure if the enemies react to light level differences. Then again I played, my first time through, up till the command deck beforerealizing 'ehy i can turn some of these lights off/on!