How to make one full scenario Including Physics?

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Re: How to make one full scenario Including Physics?

Post Oct 9th '13, 21:16

PerseusSpartacus wrote:Or 5, make the polygon a 'Major Damage Polygon' (doable in Weland). This makes it so the player will take damage if they are above/standing on that polygon, killing them in a short amount of time. This isn't the best method, though, and I'd recommend instead using RyokoTK's method:

Code: Select all
function Triggers.idle()
   for p in Players() do
      if p.z < -3.00 and not p.dead then
         p:damage(150,"suffocation")
      end
   end
end


Just replace "-3.00" with the appropriate height in WUs. Suffocation is the best kind of damage to use, as it doesn't cause a flash on the screen, and the sound it makes is kind of fun (though it is a little weird as well).


Is there a script to do that? or I must make it from scratch?
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Overwatch_C-17
Indonesia

Post Oct 11th '13, 13:38

It's a very easy Lua script. If you have Phoenix, unpack it with Atque and find a level that has it merged in (Stone Temple Pilates is one), and look at how it's written.

I was going to link to the Lua documentation here but it appears the page no longer exists.
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RyokoTK
Saint Paul, MN

Post Oct 11th '13, 21:45

RyokoTK wrote:It's a very easy Lua script. If you have Phoenix, unpack it with Atque and find a level that has it merged in (Stone Temple Pilates is one), and look at how it's written.

I was going to link to the Lua documentation here but it appears the page no longer exists.


Yup, I have Phoenix. :)

Um, have u use a Minor Ouch or Major Ouch Polygon Effect? and What the effect will happen?
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Overwatch_C-17
Indonesia

Post Oct 12th '13, 01:38

Since I've just discovered the Major Ouch and Minor Ouch polygon types actually exist/work. You open Weland, draw out your map and fill the polyies and then click on 'Polygon Types' from the view menu. Click on Major Ouch or Minor Ouch on the right titles, then click on the polygons to paint them with that type.

Major Ouch gives a fader effect and damage similar if the player were standing in Goo, while Minor Ouch gives the effects of a player standing in lava.

You can use mml to hide the screen effects if desired.
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Zott
Earth

Post Oct 12th '13, 01:57

If I recall, the reason why you may not want to use Ouch polygons is because they deal damage regardless of your elevation. So if you want to have the player jump across a bottomless chasm, they'll still take damage while in midair. It's not a very practical solution when the Lua for polygon-based damage is really simple to write.
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RyokoTK
Saint Paul, MN

Post Oct 12th '13, 03:20

One question is going through my head about the minor and the major ouch polygon types: why would you take damage midair? I never really understood why I took damage from the goo from M1 jumping over it when I wasn't touching it.
Youtube Channel:Crosstroop3r // Traxus Wiki User Page: Crosstrooper
My Marathon uploads: Destiny
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Destiny
USA

Post Oct 12th '13, 05:34

Convection.

Edit: the actual reason is that no polygon-based events check your height relative to the floor of the polygon. The game just checks to see if you're in the polygon at all. If you have a player-activated lift, you can activate it by jumping over it even if you never touch it.
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RyokoTK
Saint Paul, MN

Post Oct 12th '13, 22:05

Ok. I'm understand now.
There's one more thing that I dunno. The Glue, Super Glue and so on. What's the use ? (All of them)
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Overwatch_C-17
Indonesia

Post Oct 13th '13, 03:41

Overwatch_C-17 wrote:There's one more thing that I dunno. The Glue, Super Glue and so on. What's the use ? (All of them)


Outside of the actual original M1? None. M2 doesn't recognize them, and neither does Aleph One, I don't think. If you must know, I'd recommend raiding this Story Forum thread:

http://forums.bungie.org/story/?noframes;read=64399

I remember we talked a bit more about it, but maybe I'm remembering a different thread. I honestly don't know any more. Hope it helps, though.
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PerseusSpartacus
Somewhere in the 19th Century...

Post Oct 13th '13, 04:41

I read something on what Glue and Super Glue do. They're not used anymore because we have something to replace them: monster triggers and zone borders (I'm sorry if I got the second one wrong. It's been months since I've used Weland).
Youtube Channel:Crosstroop3r // Traxus Wiki User Page: Crosstrooper
My Marathon uploads: Destiny
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Destiny
USA

Post Oct 13th '13, 20:26

Thank u guys. All this info really help me ;)
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Overwatch_C-17
Indonesia

Post Oct 14th '13, 11:00

PerseusSpartacus wrote: *looks shiftily at RyokoTK* ;)


and so madness consumes yet another one

you cannot see ryoko. he is not there. i highly advise you use ryoko's method for this sort of thing and pretend there was never a guy called RyokoTK in the first place.
(●__●)(͡° ͜ʖ ͡°)(●__●)
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Asylum
Location

Post Nov 13th '13, 01:08

Hello, I'm back
I wanna ask something. Why the Latest version of AlephOne (not the Beta one), when Cyborg firing projectile from platform, Cyborg will fire the bouncing grenade rapidly when the platform move?
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Overwatch_C-17
Indonesia

Post Nov 13th '13, 01:15

That's been around for awhile, I believe. Any monster on a platform rapidly moving up and down can do that. I'm not why it occurs, but I've seen it happen twice.
Youtube Channel:Crosstroop3r // Traxus Wiki User Page: Crosstrooper
My Marathon uploads: Destiny
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Destiny
USA

Post Nov 13th '13, 04:14

That bug was in the original Marathon 2 engine. A monster on a moving platform is prevented from firing, but it still remembers that it wanted to attack. When the platform stops, it then does all the attacks it wanted to do earlier. The longer the platform, the more attacks would be stored up and then fired all at once.

In the beta, monsters are allowed to attack from a moving platform, so they just fire as the platform moves, instead of waiting until it stops.
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Hopper

Post Nov 13th '13, 21:15

Hopper wrote:That bug was in the original Marathon 2 engine. A monster on a moving platform is prevented from firing, but it still remembers that it wanted to attack. When the platform stops, it then does all the attacks it wanted to do earlier. The longer the platform, the more attacks would be stored up and then fired all at once.

In the beta, monsters are allowed to attack from a moving platform, so they just fire as the platform moves, instead of waiting until it stops.


Can it happen with Bullet Projectile monster? Like Bob, and Trooper? Cuz I always seen the Cyborg do that thing.
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Overwatch_C-17
Indonesia

Post Nov 13th '13, 23:20

Bullets aren't substantially different from other projectile types on the engine side of things; all projectiles are likely affected the same. I suspect it's just easier to notice the cyborg grenades.
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Crater Creator

Post Nov 19th '13, 20:58

Oh, Alright, and Why I can't extract Original Marathon Music file with Atque?
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Overwatch_C-17
Indonesia

Post Nov 19th '13, 21:21

Atque only understands Marathon 2 files. It also only works with images and maps.
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treellama
Pittsburgh

Post Dec 2nd '13, 21:22

Hello, I'm confused how to correct the position of released projectile from monster attack sprites? For example I have a new sprites for Alien Fighter.
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Overwatch_C-17
Indonesia

Post Dec 3rd '13, 03:45

The position is controlled in the physics model, Aliens -> (which monster) -> Combat Settings, fields Dx, Dy, Dz. Here's some documentation for those fields and the rest of the physics model.
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Hopper

Post Dec 3rd '13, 07:47

I've never done any editing of physics files, but if I'm guessing right, I think what you want to do is adjust the origin of the projectile sprites. Just to clarify, you've replaced the fighter sprites, but not the projectile sprites, right?
Look out - he's nuts!
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jonny

Post Dec 3rd '13, 20:08

jonny wrote:I've never done any editing of physics files, but if I'm guessing right, I think what you want to do is adjust the origin of the projectile sprites. Just to clarify, you've replaced the fighter sprites, but not the projectile sprites, right?


Yup ^_^
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Overwatch_C-17
Indonesia

Post Sep 8th '15, 13:03

Wow. The Phoenix map and scripts are amazing. I just checked out how the physics, etc. were merged and looked at some of the scripts. Really really cool. Great job.

RyokoTK wrote:It's a very easy Lua script. If you have Phoenix, unpack it with Atque and find a level that has it merged in (Stone Temple Pilates is one), and look at how it's written.

I was going to link to the Lua documentation here but it appears the page no longer exists.
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dustu

Post Sep 8th '15, 20:38

RyokoTK wrote:I was going to link to the Lua documentation here but it appears the page no longer exists

I should get something more permanent set up, but here are working links:
These links are also on the front page of the Aleph One wiki. And, all three documents are included with every download.
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Hopper

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