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Post by Robman on Jul 3, 2016 19:51:42 GMT -5
hmm tag 4 opening, tag 5 closing. I think.
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Post by Ninjakitty on Jul 3, 2016 22:59:52 GMT -5
When I use a red skeleton key in my map, the red key card door is also unlocked. Did I set up the door wrong?
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Post by Ninjakitty on Jul 3, 2016 23:04:50 GMT -5
hmm tag 4 opening, tag 5 closing. I think. It won't use 5 or 6 (the only other sound id tags). It says in spritags.txt that you can do it but it doesn't say how and none of the original levels seem to use this feature.
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Post by Robman on Jul 3, 2016 23:19:38 GMT -5
I never use it either.. if you can't get it working that way, try playing with the tag 5 or 6 feature of sector vator(I don't have the txt in front of me on this computer to say which one it is for sure) to trigger the closing sound.
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Post by Ninjakitty on Jul 4, 2016 11:29:47 GMT -5
Tag 5 is for acceleration and tag 6 is activated after the vator reaches it's destination (tag 6 is the one I'm already using). The way I make the vators play sounds is by having another vator with the same match that goes really fast(because the sound only plays AFTER it reaches it's destination) link up to the sound (using tag 6). I've also tried it without the extra vator.
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Post by Robman on Jul 4, 2016 12:49:19 GMT -5
I usually just make the speed of the vator match the play length of the sound. Just using the lotag of the vator to trigger the sound.
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Post by Ninjakitty on Jul 4, 2016 12:54:14 GMT -5
It seems that I've run out of keys to use. You need a red key card for a red key card lock, you need a red skeleton key for a red skeleton key lock, and if you unlock either one then the other is also unlocked. I can only use one of each color or else all others of the same color (not type) will be unlocked. Any ideas on how I might be able to fix this?
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Post by Ninjakitty on Jul 4, 2016 13:10:04 GMT -5
I didn't know that a sound could match up to a vator's lotag. *FACEPALM. Still won't work though. Soundspot tag 5 only plays when the vator reaches it's destination, not when triggered, and it happens when closing AND opening. Tag 6 just doesn't do anything.
*Edit: Yay! I'm a ninja master now!
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Post by Ninjakitty on Jul 4, 2016 15:17:35 GMT -5
for some reason, it seems that explosions summoned from a spawn_spot st1 will not damage breakable walls(by breakable walls, I mean the ones that change to a different texture when hit). How can I get this to work?
*Edit:
I just found out that the explosion has to be in the car's bounding sector for it to work.
*Edit#2:
I made the car dentable and it fixed the problem.
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Post by Robman on Jul 4, 2016 21:39:11 GMT -5
Facepalm indeed (It's in the tutorial videos!) Explosion shouldn't need to be in the bound sector to function. Congrats on the 100 posts, you're the first I've watched go through the star system
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Post by Ninjakitty on Jul 4, 2016 22:09:28 GMT -5
Is there any way I could have two room-over-rooms without them having the same bound floor offset?
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Post by Robman on Jul 4, 2016 23:00:20 GMT -5
Yeah, use different lo tags on the bound sprites than the first ror you made, also different lo tags for the view level sprites.
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Post by Ninjakitty on Jul 4, 2016 23:38:38 GMT -5
But aren't the lo tags for the bound sprites just supposed to tell the game which one goes on top? I already have two different lo tags for my currently existing ror.
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Post by Robman on Jul 5, 2016 13:21:26 GMT -5
a different "set" of lo tags.
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Post by Ninjakitty on Jul 6, 2016 11:54:27 GMT -5
Update#3.1: WHATtestresized222.map (165.21 KB) This isn't really an update, It just fixes things that probably should have been fixed in the last update. Also, be careful when ramming the forklift/tank into the turret as it can bring the turret back to life and also make it immune to explosives (leaving only one way to break it: ramming it again). This could probably be turned into a feature for multiplayer.
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Post by Ninjakitty on Jul 6, 2016 17:25:50 GMT -5
Is there any way to make a vator out of sprites?
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Post by Ninjakitty on Jul 6, 2016 18:01:29 GMT -5
What's with all these hidden messages? 4th level.
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High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
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Post by High Treason on Jul 6, 2016 21:23:28 GMT -5
Just the level designers having fun, it's not uncommon to find weird things in levels such as the swastikas in Keen or the "You're not supposed to be here" in Duke 3D.
Even my own levels always contain silly things, such as one containing the lyrics to Mr. Vain and Coco Jamboo, another containing a room that you'd have to know about already to access simply stating "This room is yellow!" which is an inside joke, and most of them have a crate with the words "Dog food" which is another inside joke. Usually they have 90s lyrics though.
My level for Duke Hard contains an area behind the stairway which insults the player by referring to their mother and sister, littering the ground with stains, whips, handcuffs and other questionable objects.
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Post by Robman on Jul 6, 2016 22:14:43 GMT -5
Is there any way to make a vator out of sprites? Yep... my "The Edge" map has one in it, have a look.
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Post by Ninjakitty on Jul 6, 2016 22:49:49 GMT -5
I can't seem to figure out how you did it without moving the floor or ceiling. For me, it just won't work.
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Post by Robman on Jul 6, 2016 23:33:20 GMT -5
The ceiling IS moving ... just so happens it's a parallaxed sky, you don't see it move. Plenty of tricks to pull off with the build engine.
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Post by Ninjakitty on Jul 6, 2016 23:43:17 GMT -5
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Post by Robman on Jul 7, 2016 16:31:19 GMT -5
haha thankyou.. I'm not sure I'd call it the best map ever created though I used that map to basically try out/learn effects and get back into building back in 2008. I kept working on the damn thing until it exceeded the original build limits and had so much stuff going on in the main body of the map that if you look at it wrong, it'll crash. It's a long map and feels more like an adventure.. it's beatable without crashing if you avoid looking at the main body of the map wrong and I really should figure out just what IS making it crash and fix it. Umm you can use all the keys available but you gotta use them in the proper order because if you pick up key cards, it overwrites the actual key shaped keys ( or vice versa) If you knew that already and are still out of keys, guess you'll have to resort to puzzles or something. For the sprite vator.. you can also use the floor to make it but you'll have to place a sprite down to act like the floor and have that sprite NOT move with the vator. It's just a boolean flag and I can't remember which one at the moment
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Post by Ninjakitty on Jul 7, 2016 20:41:21 GMT -5
For the sprite vator.. you can also use the floor to make it but you'll have to place a sprite down to act like the floor and have that sprite NOT move with the vator. It's just a boolean flag and I can't remember which one at the moment I thought about that. Only problem with that is that it would allow you to clip through. The breakable vent for the table room is lowered one notch from the rest of the vent because if it was at the same height as the floor the player would clip through the vent really easily. The main problem I'm having is that after using any type of key, all locks of the same color (doesn't matter what type) immediately appear to be unlocked. I've come up for an idea for a puzzle though: There is a really large section of warehouse that you have to get through. It's pitch black, so you need to use night vision. Once you get far enough, there will be a generator to turn the lights on which also unlocks another door. I even have some Ideas for the boss fight which includes... well, I don't want to spoil it. Also, the crashes on swworld are just an SWP problem... I think. SWP does this weird thing if you die too often. I'll often die while holding down 'A' which will cause an autosave to load. But sometimes, the autosaves just crash (so the only real problem is that I die too often ,LOL). *Edit: " 1.2.7 BOOL11 BOOL11 is a flag used by all sprites in the game, not just ST1s. If the BOOL11 flag on any sprite is set to 1, then that sprite will remain stationary rather than ride up and down on a vator." Found it.
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Post by Robman on Jul 7, 2016 21:37:04 GMT -5
*Edit: " 1.2.7 BOOL11 BOOL11 is a flag used by all sprites in the game, not just ST1s. If the BOOL11 flag on any sprite is set to 1, then that sprite will remain stationary rather than ride up and down on a vator." Found it. There ya go, good work No wonder I couldn't remember which flag it was, bool 11 isn't really used very often. If you finish SwWorld, let me know how it went, what you liked/disliked.
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Post by Ninjakitty on Jul 7, 2016 22:48:55 GMT -5
In swworld, where do you go after getting the red skeleton key?
Also, when a key is used it leaves your inventory so you probably could have a lot of key cards and skeleton keys, just not at the same time. But for some reason when I use a skeleton key on a skeleton lock, the card lock with the same color automatically changes it's sprite to be unlocked while it's corresponding door is still actually locked. This is really just a minor graphical bug, but it annoys me. Does the same thing happen to anyone else?
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Post by Robman on Jul 7, 2016 22:56:57 GMT -5
In SwWorld after the red key, go through the explodable wall under the water in one of the waterfalls and then use the red key. The rest of the map is straight forward pretty much.
I'm not sure what you may or may not have messed up with the locks. Keep in the mind thing I mentioned above, or maybe you're using the same tags by accident?
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Post by Ninjakitty on Jul 8, 2016 8:17:23 GMT -5
I checked all the tags for the locks. Before I use any keys at all: Now, the ONLY key that I used was the red skeleton key: The red key card door still requires a key but I still consider this to be an annoying graphical glitch.
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Post by Ninjakitty on Jul 8, 2016 8:47:34 GMT -5
SWworld went pretty well. The only real bad things about it are a few graphical glitches, some parts of the layout of the map make it hard to find out where to go, and a few where things don't seem to work (such as getting stuck on the Duke Nukem-like roof). But overall it was pretty well made. I liked how Lo Wang would actually say things while going through the level, something most levels don't have. I also like how big and diverse it is and that it has tons of enemies to kill. I'd give it a 9 (out of ten) on the Wang-O-Meter.
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Post by Robman on Jul 8, 2016 16:24:15 GMT -5
try having the keycard be used first and then the skeleton key, see if that helps. (reverse the order they are used)
With SwWorld, yeah it's possible to get stuck when dropping out of the long tunnel onto the duke roof area, keep walking forward when in the tunnel and off the ledge onto the roof fixes that. Just going by the automatic/conveyer-like movement can sometimes get you stuck when u drop down.
And thanks again, I had fun making it, spent a long time on it when I was first learning and still like to play it to this day, it's got plenty of hidden stuff in it you may not have seen yet. Now if only I could fix the crashing issues, lol.
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