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Re: Switches[message #180714]
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Thu, 10 April 2008 17:22
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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lol nice bugfinding.
that's exactly the kind of testing a developer would want people to do ;-D
the miners are detonating some stuff. The source of the explosion is... uhhh... underground. yeah, underground so you don't see it...
- why don't i hear a thing?
...uhhh, the, uhhh... geology of tblisi mine is such that... uhhh...
frankly, i can make the triggered explosion show as such, too.
i only thought about the two alternatives, either the player stealthily blocks the switch and keeps them from detonating the explosives and can subsequently take the unused left over explosives, or, the stuff gets blown to bits when the player attacks directly.
i forgot to cover the third option/ mixture of the two options above
the reason i use so many switches is in 1.13, you simply *can* do much more stuff using switches in such a manner and i wanted to show this possibility to everybody interested.
ja2 rr is in this respect also a bit of an example of what innovative things 1.13 can do. At least your characters haven't been knocked out by a churchbell sound (which isn't really possible... but in early versions, it could theoretically happen)
are you sure it was bob who detonated the hospital?
i admit the hospital was designed in ja2 vengeance, where the triggers were not yet as faulty and bugged as in 1.13, and the entire concept of the map has since become rather dysfunctional. I guess this map would require a replacement if used in the 1.13 engine.
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Sergeant Major
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Re: Switches[message #180779]
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Fri, 11 April 2008 00:14
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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npc's don't "deliberately" activate any triggers.
however, this map file may still contain left over pressure action triggers which can in 1.13 be activated even by civilians.
some sort of accident most probably then. but i agree a new map would make sense. The problem why i'm reluctant to change this is various hardcoded things concerning the hospital so it will have to be done well.
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Sergeant Major
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Re: Switches[message #181034]
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Sat, 12 April 2008 13:20
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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yeah, that's the same bug
prior to some whack code change in 1.13, civ's couldn't activate such pressure action items.
so that map has always been perfectly playable until a totally nonsensic code change, and it looks like not enough adjustments were made. But i can tell you it isn't easy for modmakers to correct all instances of bugs casued by idiotic code changes.
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Sergeant Major
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