bukary on 8/3/2005 at 11:00
How was Garrett's vision (in past) deformed in Cradle mission? Perhaps we could tweak it and establish some form of underwater vision in the future? Of course, there would be tons of other problems with water, but...
Thanks for the idea, Gregorius.
jermi on 9/3/2005 at 08:54
Looks like the vision deformation in Cradle is a combination of trigger script actions
* Change level fog range settings to Start: [100], End: [1000], over [0.1] seconds.
* Change level fog color settings to Red: [0], Green: [22], Blue: [26], Alpha: [0] over [0.1] seconds.
* Activate screen tinting to RGBA [10] [100] [10] [25]
* Set [BaseFOV] to [120] on linked objects of [PLAYER]
in script Missions / HauntedHouse / 0 - WorldControl / 0 - World Control Actor / PlayerArrivesInStitch.
It should be easy to make very TDP-like underwater vision with the fog and screen tinting, the trick is to trigger the script every time the player camera enters a water volume, and then another script to cancel these settings when exiting the volume.
SubJeff on 9/3/2005 at 17:16
Since Cradlevision was activated by frobbing the right thing when holding the right thing you could do it that way.
Krypt on 9/3/2005 at 17:52
Using the same vision changes as the Cradle could probably be done, though it would be pretty glitchy. You'd have to do it with scripts on volumes, most likely. When volume is entered by player, change the vision to such and such, then another script that changes it back when the player leaves the volume. It would be difficult to get it to work right though, especially in 3rd person since there's no way to detect where the camera is. You'd probably see the rest of the level submerged in water pretty often.
OrbWeaver on 9/3/2005 at 18:00
Quote Posted by Krypt
It would be difficult to get it to work right though, especially in 3rd person since there's no way to detect where the camera is. You'd probably see the rest of the level submerged in water pretty often.
I think we can safely assume that the people trying to implement swimmable water are precisely the people who do
not care about third person.
darkcosmos on 9/3/2005 at 18:07
On a related note...
is there any way to FORCE first-person mode for certain situations?
Or at least force the camera so close over the shoulder that it's practically first-person? Similar to what the camera does when you enter a tight space, for example...
Krypt on 9/3/2005 at 18:27
Quote Posted by darkcosmos
On a related note...
is there any way to FORCE first-person mode for certain situations?
Or at least force the camera so close over the shoulder that it's practically first-person? Similar to what the camera does when you enter a tight space, for example...
Actually there is, I forgot about that. There are scripts you can put on volumes that control where the 3rd person camera goes. I believe there's 4 levels: normal, close in, really close in, and force first person. I suppose all you hardcore anti-3rd person folks could copy the force first person script and change the condition to When map starts for your missions :p
bukary on 9/3/2005 at 19:31
I remember when I first realized that there are scripts that force first-person mode in TDS. It was in the castle, under the stairway leading to Lady Elizabeth's chamber.
BTW, Krypt, are those scripts working in connection with DeathWaterVolume (third-person forced)? And how can we make Garret die after entering DeathWaterVolume?
Krypt on 9/3/2005 at 19:48
Quote Posted by bukary
BTW, Krypt, are those scripts working in connection with DeathWaterVolume (third-person forced)? And how can we make Garret die after entering DeathWaterVolume?
I can't recall off the top of my head what all you need to do to set up the DeathWatervolumes exactly like they are in the game. I'm pretty sure the actual killing part was done with a script that applies a ton of some sort of damage stimulus to whatever breaches the volume. Open up docks2 in the editor and look at how its water volumes are set up. Pretty much anything you see happening in a level can be figured out by looking at it in the editor :cool:
OrbWeaver on 9/3/2005 at 21:34
Quote Posted by Krypt
I suppose all you hardcore anti-3rd person folks could copy the force first person script and change the condition to When map starts for your missions :p
Is there a "When map loads" rather than "When map starts" trigger available? This might work around the problem of scripts not running when a savegame is loaded (such as the animation in Clocktower).