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Post by tigerclawtv on Jul 22, 2014 15:39:46 GMT -5
Looking to apply the lotag: 217 to a sector to denote a "Hidden room" but I can't figure out how to input a lotag to a sector. Any ideas?
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Post by Robman on Jul 22, 2014 21:05:20 GMT -5
In 2dmode.
Just press T in the sector you wish to apply the lo tag.
H for a sector hi tag.
alt-t for wall and sprite lo tags alt-h for wall and sprite hi tags
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Post by tigerclawtv on Jul 23, 2014 16:40:43 GMT -5
Thanks. I'm building a level for the Steam workshop to make it easy for achievement hunters to nab the grinder achievements. That means a hallway which has 70 small sectors denoted as secrets, and a room with 50 fortune cookies. Apart from that I know the nuke gives you an achievement so one of those will be readily available at the beginning. (Despite the fact that I know you can get one of those with a code.)
Anyway it worked just fine. Thanks again.
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Post by Ninjakitty on Jun 9, 2016 23:48:03 GMT -5
Thanks for the help. Your tutorials really helped a LOT.
Also, I just found this in ADVANCED.TXT: "2.2.4 Raising ceilings and lowering floors
Because Shadow Warrior temporarily alters ceiling and floor heights in room over room areas, two side effects will occur. The first is that you can never see the ceiling of level 1 from level 2, nor see the floor of level 2 from level 1. The second is that wall textures will move depending on whether they are oriented to the ceiling or floor. Keep this in mind when constructing your room over room areas." The "o" trick still worked though.
Although, it's a little irrelevant right now as I'm taking a break from the train map for now. What I was using ROR for was making it so that the train could have a ceiling that you can actually be on top of.
Train: ceiling(goes infinitely upwards but is inside a sector that has floor mirror on ceiling so that it is not infinite) glass sprite floor(goes infinitely downwards) ground and walls(pan to make the illusion that the train is moving)
I ran into a lot of "You can't put a sector out there!"(inside of a white sector) and a lot of red sectors irreversibly turning into white sectors or becoming non-existent as well as some intermittent graphical glitches(somehow seeing through a sector at certain angles).
What I'm doing instead: I've decided to make something a little more simple. I'm making a warehouse/factory/horror map/ninja ambush place/IDK what it is. I actually really like how it's turning out, so I think I'll continue it. If I ever get the train working I want to add it into the map.
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Post by Ninjakitty on Jun 10, 2016 9:09:53 GMT -5
Why don't evil ninjas crouch when I put them into the map as crawling ninjas? *Edit: I found out that only brown ninjas can crawl. I guess it makes sense though: gray ninjas don't need to hide.
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Post by Ninjakitty on Jun 10, 2016 9:19:43 GMT -5
I just looked at a few other maps and realized that some of them had purple walls. What are these used for?
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Post by Ninjakitty on Jun 10, 2016 10:03:04 GMT -5
Is there any way I could make a vent sprite break when touched by the player? Also, is there any way I could make the vent sprite have a bigger area that detects if you hit it with a weapon?
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Post by Ninjakitty on Jun 10, 2016 10:58:50 GMT -5
How do you make it so that when you shoot an explosive barrel it will spawn an item as well as explode?
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Post by Ninjakitty on Jun 10, 2016 11:11:09 GMT -5
There's this really weird glitch that happened to the walls of the main sector of my map. The wall texture looks very stretched out no matter what I do and whenever a player brushes against it, their walking speed is greatly increased. It even allows you to go through some walls. is there any way to fix this?
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Post by Ninjakitty on Jun 10, 2016 15:42:47 GMT -5
Also, how do I force an actor to use a quickjump? It seems like there's only a very small chance of them using one. I'm going to make the ninjas actually ACT like ninjas for once.
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Post by Ninjakitty on Jun 10, 2016 16:29:40 GMT -5
It seems like actors can't quickjump onto any type of vator even if it is stationary. Is there any way around this?
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Post by Robman on Jun 10, 2016 16:59:46 GMT -5
Thanks for the help. Your tutorials really helped a LOT. Also, I just found this in ADVANCED.TXT: "2.2.4 Raising ceilings and lowering floors Because Shadow Warrior temporarily alters ceiling and floor heights in room over room areas, two side effects will occur. The first is that you can never see the ceiling of level 1 from level 2, nor see the floor of level 2 from level 1. The second is that wall textures will move depending on whether they are oriented to the ceiling or floor. Keep this in mind when constructing your room over room areas." The "o" trick still worked though. Although, it's a little irrelevant right now as I'm taking a break from the train map for now. What I was using ROR for was making it so that the train could have a ceiling that you can actually be on top of. Train: ceiling(goes infinitely upwards but is inside a sector that has floor mirror on ceiling so that it is not infinite) glass sprite floor(goes infinitely downwards) ground and walls(pan to make the illusion that the train is moving) I ran into a lot of "You can't put a sector out there!"(inside of a white sector) and a lot of red sectors irreversibly turning into white sectors or becoming non-existent as well as some intermittent graphical glitches(somehow seeing through a sector at certain angles). (Always try to build from the outside inward.)What I'm doing instead: I've decided to make something a little more simple. I'm making a warehouse/factory/horror map/ninja ambush place/IDK what it is. I actually really like how it's turning out, so I think I'll continue it. If I ever get the train working I want to add it into the map. Ah yes, there's a limitation where you are not allowed to see the floor of the above sector from the lower or the ceiling of the lower sector from the above sector. Load up Master Leeps Temple and look at the starting area, there's ROR used and uses 2 view level sprites in the same sectors as some sort of trick that I haven't yet mastered. Why don't evil ninjas crouch when I put them into the map as crawling ninjas?They should, in the tileset of the Ninjas, watch the bottom of the selection screen and when the names pop up, they will be active enemies with different attributes. (duck/shoot) (walk) I just looked at a few other maps and realized that some of them had purple walls. What are these used for? Blocked walls, press "B" to block and unblock. Is there any way I could make a vent sprite break when touched by the player? Also, is there any way I could make the vent sprite have a bigger area that detects if you hit it with a weapon?Use the effect that swaps out whole sectors with whatever is in them when triggered. ST1 Hitags 58 and 59.(Look em up in spritags.txt.)(It's a complicated way of having to do it.. but it's the only way I can think of) How do you make it so that when you shoot an explosive barrel it will spawn an item as well as explode?*The same as you build the GONG in the build tutorial, use the barrel sprite instead of the gong, make it spawn the explosion and item. Spawn spot ht 69 and Spawn item ht 149. There's this really weird glitch that happened to the walls of the main sector of my map. The wall texture looks very stretched out no matter what I do and whenever a player brushes against it, their walking speed is greatly increased. It even allows you to go through some walls. is there any way to fix this?The wall is too long and causing a glitch, drag the vertices closer together until you can press insert in the middle of the wall and insert a new vertex (created 2 shorter walls now instead of one long one.) Also, how do I force an actor to use a quickjump? It seems like there's only a very small chance of them using one. I'm going to make the ninjas actually ACT like ninjas for once. Some actors don't jump, lots do though.. place the qj sprite at a very low height so the actor will actually step on it, point the tail at the sector you want it to jump onto. The sprite will make the actor attempt to jump as high as the next sector the sprite tail is pointed at. It seems like actors can't quickjump onto any type of vator even if it is stationary. Is there any way around this?I'm pretty sure they can, play around with it more. (stationary should work I think) .. if the vator is moving, I think the actors just clips through it. *"3.2 Cracks (TAG_SPRITE_HIT_MATCH): Any sprite in the game can be given a lotag of 257 and it will then become a TAG_SPRITE_HIT_MATCH. This means that when the sprite is shot by the player, it will trigger any event matched to the hitag of the TAG_SPRITE_HIT_MATCH sprite. By default, the sprite will be invisible, unless it uses picnum 80, in which case it will be visible. Picnum 188 is another crack sprite, designed to be usable on ceilings or floors, but it will still be invisible by default. Here's the info: Lotag 257: TAG_SPRITE_HIT_MATCH Hitag = Match. Can trigger anything. TAG3 = Default is 32. The larger this number, the more sensitive the sprite is to explosion radius. TAG7 = Reacts to ammo type: 0: Default. React only to explosions with radius damage. 1: React only to a direct hit by a weapon with explosive radius. (e.g. Hit it directly with a rocket) 2: React to any explosive weapon or any hitscan weapon (uzis or shotgun). 3: React to any weapon hit, including shurikens, sword, and fist. 4: React only to sector object weapon fire. This means any type of sector object weapon, including machine gun. TAG8 = This is kind of a weird tag. Add the numbers of the effects you want together and put the total in TAG8: +1: Force the sprite to be invisible +2: Force the sprite to be visible +4: Do not kill this sprite when it is hit. Can be triggered over and over again +8: Bouncing a grenade off of the sprite counts as a hit EXAMPLES: Rooms CA and EB in EXAMPLE.MAP." Good luck! And Thankyou for letting me know the Tutorial Videos helped
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Post by Ninjakitty on Jun 10, 2016 17:30:43 GMT -5
Thanks! by the way, I found out that gray ninjas(not sure about other colors) do not crouch. The brown ones do though.
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Post by Ninjakitty on Jun 10, 2016 17:33:21 GMT -5
Wall glitch fixed.
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Post by Ninjakitty on Jun 10, 2016 17:40:10 GMT -5
New wall glitch found: I'm not sure if I should be worried about this but with two of my vectors, whenever I drag them it leaves a clone in it's place. Is this something I should be worried about?
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Post by Robman on Jun 10, 2016 17:43:14 GMT -5
Yes, that is bad ... you may have to rebuild that sector if you can't drag 1 of the overlapped sectors out from under the other, isolate it and delete it. The map may still work but it's not a healthy thing to have in your map.(could cause anomalous things)
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Post by Ninjakitty on Jun 10, 2016 18:17:28 GMT -5
I rebuilt that sector(it was a small one) and I was easily able to fix it. I'm getting better at avoiding wall and sector glitches.
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Post by Ninjakitty on Jun 10, 2016 22:07:57 GMT -5
Do I need to use tracks to get actors to jump?
SPRITAGS.TXT doesn't say I need to but it just won't work even when the sprites are surrounded by them and spawn on them.
"3.6 QuickJump And QuickJumpDown
3.6.1 QuickJump (picnum 2309)
This is a special sector effector. When an actor steps on the QJ sprite, he will jump in the direction the sprite is pointing. This is a good way to get actors to jump up onto ledges, and it looks pretty cool. Only jumping actors (ninjas, bunnies, and rippers) are affected by this.
3.6.2 QuickJumpDown (picnum 2310)
This is another special sector effector, similar to QuickJump. When an actor steps on the QJD sprite, he will jump down off a ledge in the direction the sprite is pointing. Make ninjas leap down on the player from high ledges. Only jumping actors (ninjas, bunnies, and rippers) are affected by this."
Is there a specific distance or height the ledge needs to be? (I haven't tested without using a vator as a ledge but I want them to jump onto the vator.)
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Post by Robman on Jun 10, 2016 22:18:44 GMT -5
You can try using a track... play around with the effect, try it without the vator.
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Post by Ninjakitty on Jun 10, 2016 22:45:04 GMT -5
Is it at all possible to have two RORs in the same map with both of them inside of a main sector?
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Post by Ninjakitty on Jun 11, 2016 10:25:02 GMT -5
One of my view levels is not working (on the upper floor in a sector near another fully working ROR) but the corresponding view level (on the bottom floor also near a sector with another fully working ROR) is working. is there any way I could force the view level to show the lower level? (both levels are still connected and things will pass through them but the view level on the upper floor won't show the lower)
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Post by Ninjakitty on Jun 11, 2016 11:58:42 GMT -5
I found that actors will only use the jumps when three conditions are met: They are stepped on, the jump will bring the enemy closer to the player, and the place they are trying to jump to is not a vator.
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Post by Robman on Jun 11, 2016 12:04:00 GMT -5
I'm not really a full on master of ROR yet but I do know how to build the basics and even that took me quite awhile to figure out on my own, lol. You'll have to play with it, I've come across the same problem you are describing before and I didn't find a way around it, remember there are limitations with the build engine and ROR. For your first maps you certainly have delved right into things Of the QJ conditions you listed, the second one about bringing the actor closer to the player is not true. As you can see in this GIF, the bunnies are moving away from the player:(using QJ sprites)
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Post by Ninjakitty on Jun 11, 2016 13:19:05 GMT -5
Whoops! I forgot to try tracks!
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Post by Ninjakitty on Jun 11, 2016 13:41:06 GMT -5
The ceiling_floor_pic_override removes ALL effects (not just the view) of the floor mirror and makes it collidable no matter what I do. is there any way I could use the tv camera screen or something similar on a floor?
(without making it so that the floor mirror doesn't work)
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Post by Robman on Jun 11, 2016 14:02:22 GMT -5
No, TV camera doesn't really work on the ceiling like that.. again you could play with it though, I've used the TV camera thing and been able to walk on the sky and look down to see the live view from above. Could experiment with that.
In the instance I stated about this problem, I just set the view from below as being non transparent (because it was transparent water effect, not just ROR) so you could see in, but not see out.
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Post by Ninjakitty on Jun 11, 2016 14:47:24 GMT -5
Is there any way I could make a vent sprite break when touched by the player? Also, is there any way I could make the vent sprite have a bigger area that detects if you hit it with a weapon?Use the effect that swaps out whole sectors with whatever is in them when triggered. ST1 Hitags 58 and 59.(Look em up in spritags.txt.)(It's a complicated way of having to do it.. but it's the only way I can think of) Will that work if the sector has ROR in it? I haven't been able to get it to work.
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Post by Robman on Jun 11, 2016 15:13:18 GMT -5
That's a good question, I've never tried it, lol.
If it's built properly, I can't see why not. Unless the engine has a problem with the pre-drawn room being replaced.
Try with the needed ROR tags in the substitute room and then without.
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Post by Ninjakitty on Jun 11, 2016 15:26:20 GMT -5
The room shares walls though... It's a red sector. Is there any way to spawn in a sprite that is not an item but an actual regular sprite?
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Post by Ninjakitty on Jun 11, 2016 15:32:53 GMT -5
I've tried to copy the sector in build but it irreversibly turns into a white sector.
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