Search found 34 matches
- Jan 14th '16, 04:17
- Forum: Mapping
- Topic: Lua Music Triggers
- Replies: 8
- Views: 5026
Re: Lua Music Triggers
I tested my Arrival script out in a co-op game, and all players heard the same music. So when one person read a terminal, the music changed for everyone. I've been thinking about it some more, and even though it isn't possible to start playback of a song from somewhere in the middle, you could still...
- Jan 12th '16, 06:17
- Forum: Mapping
- Topic: Lua Music Triggers
- Replies: 8
- Views: 5026
Re: Lua Music Triggers
I played around with it for a couple hours and put together a demo script for Arrival (the first level of the original Marathon scenario). Grab the latest version of the Aleph One package for Marathon and run the attached script as a solo script. I chose the original Marathon scenario because it alr...
- Jan 12th '16, 01:45
- Forum: Mapping
- Topic: Digital Counter in Lua
- Replies: 4
- Views: 3726
Re: Digital Counter in Lua
* That gets me thinking. You're using custom texture(s) anyway, and each digit is much smaller than 1 WU. That being the case, you could draw an entire font worth of characters on a texture, and then use lua to offset each side's uv coordinates (.texture_x and .texture_y) to write arbitrary text on...
- Jan 10th '16, 23:50
- Forum: Mapping
- Topic: Digital Counter in Lua
- Replies: 4
- Views: 3726
Digital Counter in Lua
I was searching around trying to find a 7-segment digital counter implemented in lua and was surprised that no one else seems to have made one yet. I'm not counting the Jason Harper one from Missed Island because that required a mess of platforms, an enforcer shooting various switches, and custom te...
- Dec 22nd '15, 01:46
- Forum: Aleph One Discussion
- Topic: scripting triggers
- Replies: 2
- Views: 1872
Re: scripting triggers
The following Lua script illustrates 4 examples along the lines of what you are requesting: Triggers = {} --called every time any monster is killed function Triggers.monster_killed(monster, aggressor_player, projectile) --activate Tag 1 every time a Mother of all Hunters monster is killed if monster...
- Jul 10th '15, 01:39
- Forum: Projects
- Topic: Lhowon.org level maps, speed runs
- Replies: 16
- Views: 7146
Re: Lhowon.org level maps, speed runs
The maps are generated by scripts , but I went through the Marathon maps by hand to ignore unreachable polys in Guide View, and to transcribe the map writing. I haven't had time to do this for Phoenix or any non-Bungie maps; if you or anyone else want to help with those, let me know. How hard would...
- May 30th '15, 20:06
- Forum: Mapping
- Topic: Glue, Glue Trigger, Super Glue.
- Replies: 8
- Views: 6839
- Jan 10th '15, 21:31
- Forum: Editors, Emulation, Etcetera
- Topic: Using Transparency in doors, walls, etc.
- Replies: 6
- Views: 3681
Re: Using Transparency in doors, walls, etc.
Have you tried using Vasara for texturing? You may find using the interface to be a bit more intuitive. Also check out the forge video tutorials if you haven't already, which covers the basics and is still mostly applicable to using Weland. There's also Hastur's Workshop , which covers some of the m...
- Aug 13th '13, 12:20
- Forum: Mapping
- Topic: About those Keycards...
- Replies: 6
- Views: 2332
Re: About those Keycards...
Keycards have always been limited in their functionality. I think they were only ever meant to be an item for the player to collect on retrieval type maps. One trick you can do is to place the keycard on a light trigger which will get activated when the player comes along to pick up the keycard. The...
- Jul 13th '13, 19:00
- Forum: Marathon Discussion
- Topic: Marathon Durandal weapon/enemy statistics help
- Replies: 19
- Views: 9047
Re: Marathon Durandal weapon/enemy statistics help
First grab a copy of M2 for your computer if you don't have one already: http://source.bungie.org/
Then you can read the values from the physics file with Physics Editor One or ShapeFusion
Then you can read the values from the physics file with Physics Editor One or ShapeFusion
- Jun 28th '13, 10:35
- Forum: Welcome
- Topic: back again
- Replies: 4
- Views: 2884
- Jun 14th '13, 00:02
- Forum: Editors, Emulation, Etcetera
- Topic: Circle Drawing Weland Plugin
- Replies: 24
- Views: 8136
Re: Circle Drawing Weland Plugin
I would like to have created an actual draw tool (like the line tool), but I'm pretty sure that's impossible for a plugin. I suppose the next best thing would be to have the plugin check which line is selected when the plugin is run, and to use the two points of that line as reference points to cre...
- Jun 3rd '13, 23:48
- Forum: Editors, Emulation, Etcetera
- Topic: Weland 1.4
- Replies: 81
- Views: 48710
Re: Weland 1.4
I don't see why an embedded Lua script would only work for solo maps. I do understand why your approach to the single exit elevator would (the hub could go missing for one or more players), but I think a standard multistop via embedded Lua would work just fine in co-op or a net map. I've been meani...
- Jun 1st '13, 20:26
- Forum: Editors, Emulation, Etcetera
- Topic: Weland 1.4
- Replies: 81
- Views: 48710
Re: Weland 1.4
Yeah, I saw that in the Lua doc. But I didn't really understand why Weland is rounding the values I put in (which makes it impossible to get the exact speed I want regardless of any conversion math). I'll probably run into this again, but for now though, it's not really important as I was messing w...
- Apr 16th '13, 23:33
- Forum: Mapping
- Topic: Aleph One Map Limits
- Replies: 7
- Views: 3002
Re: Aleph One Map Limits
Hasn't the 32WU limit been known since the earliest map editors? And yes there's at least one level in Eternal (well, at least five nearly-identical levels) which presses that to the max. Forge only allowed -9 WU to +9 WU The ceiling floor scale says -32 to 32 which ends up being 64 units; but this...
- Apr 10th '13, 02:05
- Forum: Chat
- Topic: Star Wars Jedi Knight 1 & 2
- Replies: 7
- Views: 6237
Re: Star Wars Jedi Knight 1 & 2
Would you play through the original Dark Forces again? If so you might as well pick up Jedi Knight 1, which most closely resembles Dark Forces with the addition of lightsaber usage and force powers. The plot may be a little cheesy, but no more so than the original Dark Forces. I'd expect the only is...
- Dec 1st '11, 05:03
- Forum: Aleph One Discussion
- Topic: Aleph One 1.0
- Replies: 84
- Views: 47792
- Aug 21st '11, 15:14
- Forum: Contests & Tournaments
- Topic: kray-Z map/pm/lua contest
- Replies: 46
- Views: 41170
- make the 'arrows' a little thicker, or at least use another fake liquid to make them thicker on the map. they're just a tad hard to see when zoomed out far. I cannot make the arrows thicker without the risk of the player falling into the hole. I could use a fake liquid like you suggest to make th...
- Aug 20th '11, 19:54
- Forum: Contests & Tournaments
- Topic: kray-Z map/pm/lua contest
- Replies: 46
- Views: 41170
Here is my submission for the contest Compulsory Exemption v1.0 It is a net level with a bunch of force fields constricting the direction of traffic, and every 24 seconds the direction of the fields switch. Sequences of strobed lights indicate the direction the fields are flowing, and there are vari...
- Aug 19th '11, 17:51
- Forum: Mapping
- Topic: hopper says I need to post this
- Replies: 63
- Views: 33596
Outside a spacestation. that was my original vision, but I ended up going with the daytime landscape only because it's really hard to see untextured void parts against a predominantly black image. texturing was so painful I didn't want to go back and change it afterwards. in hindsight I could've us...
- Aug 9th '11, 03:38
- Forum: Aleph One Discussion
- Topic: Aleph One icon
- Replies: 209
- Views: 93113
...Why is this 128x128 pixels? As far as I knew everything OS 9 and earlier only supported up to 32x32 pixel icons. Have I been looking at a non-original icon all this time? Not that it's been a big influence, since it always has a crossed-out white circle over it. That is not the original icon. I'...
- Aug 3rd '11, 20:11
- Forum: Mapping
- Topic: Multi-stop Elevator with Single Exit
- Replies: 15
- Views: 9308
This shows what I meant by disappearing corpses. You could use this to remove the corpses on all levels of the platform that would show differences in body count. Of course since it is obvious, you'd have to make a reason why the place is being cleared. (Or just use non-corpse-leaving enemies)[atta...
- Aug 3rd '11, 19:28
- Forum: Mapping
- Topic: Multi-stop Elevator with Single Exit
- Replies: 15
- Views: 9308
not really. not unless you're also trying for multiple windows on the same vertical wall. - have the "floor" with the window be a real floor, let's say it's the 2nd floor. the elevator can go up and down from there. - when it stops at a higher or lower floor, reposition the player to an identical l...
- Aug 3rd '11, 04:34
- Forum: Mapping
- Topic: Multi-stop Elevator with Single Exit
- Replies: 15
- Views: 9308
You could crush the corpses in the hub couldn't you to remove them? (Floor to Roof) You'd just have to make it clear to the player why the corpses are being crushed before they enter the hub and then the elevator. I may be misunderstanding what you are saying, but I don't think it works that way? C...
- Aug 2nd '11, 13:04
- Forum: Marathon Discussion
- Topic: Marathon: Phoenix 1.1.0
- Replies: 294
- Views: 131928