Mortal Monkey on 14/8/2002 at 23:38
Yes, thank you! (is it the opposite of "no, thank you"?)
ShadowTaffer on 15/8/2002 at 13:37
Quote:
There is an upload menu at Dromed Central, but you can only access it if you're logged in. Then a new menu item called "My Tutorials" will be created at the top and you can choose to upload a new tutorial or to edit one of your existing ones.
Well, I'm running Netscape 4.75 on Win200Professional, I have a login name and password, I've made numerous attempts to log in and all I get is a frame saying welcome to DromED Central. It tells me that I can upload via the menu...except there isn't one showing up. Or a search function, either. So either the page is incompatible with most browsers, or just plain buggy. :nono:
I suppose there might be a third explanation, but I can't imagine what it might be.
Oh well. Thanks for trying to help! :erg:
ShadowTaffer on 15/8/2002 at 13:51
:eek:
That's a nice arsenal you've got there, Ben!
I'm trying out some custom jobs right now; so far I've got
the Stun Shroom, the Spore Shroom, and the Spider Statue, and just finished work on the Nuclear Grenade. (can you tell I'm a Quake player?)
In the works are a Light Arrow (anybody play Zelda64?), a Shade Spawner, and the dreaded DoomsDay Mine!
That's all just bells and whistles, of course; the real test is going to be finishing the FM I'm putting them in.
..Don't hold your breath. :sweat:
Cheerz,
Hit Deity on 15/8/2002 at 14:00
Dromed Central makes use of .asp specifications (?) and JavaScript. Do you know if you have scripting turned off or anything else that might affect them?
Has anybody else experimented with the FireShowerShot? :eek: Good lord, what were they thinking?! That thing's dangerous! :o
ShadowTaffer on 15/8/2002 at 14:46
You'll have to excuse me posting so much in the same thread - my Verbosity setting is MuchHigherThanNormal.
:joke:
Anyway, HD: yep, scripting and cookies are on, so I don't know what the problem is. Oh, BTW - if you leave the Physics->Misc->Collision property alone on a cannonball, it goes off with a 2 second fuse. No need for ETs and such.
Thanks for the DeleteState tip!
(ps: FireShowerShot = TTLGs answer to carpetbombing :ebil:)
Cheerz,
Hit Deity on 15/8/2002 at 15:17
See how when we work together (it takes 8 of us to get things working! :o) things get easier?
Dark Arrow on 15/8/2002 at 16:28
I might as well type this here since it does belong to the topic.
How to make Garrett an Emitter trap:
You will need to use S&R to make this work so I advice that you read the tutorials first.
1. First you will have to create a new stim. Go to the object hierarchy. There is a pull-down on top of the object hierarchy window where it says Archetype. Click on the pull-down and select Act/React Stimuli from it. Click Add and in the window type something like ScrollStim, SpellStim or whatever you want the new stim to be called. Once you have added a new stim you will have to save the gamesys.
1.1 Save the gamesys to something like yourname.gam. Then type in the input window set_gamesys yourname (<-yourname being the name of the .gam file you just saved). This will make your mission use your custom yourname.gam.
1.2 After that is done close dromed and reopen it and your mission.
2. Now it's time to create a scroll that we want garrett to use to fire a projectile. Open the object hierarchy and go to Physical>Household>Scroll. Select one of the Scrolls (I like to use that unrolled scroll) and add a new object. Call it something like a SpellScroll. The new object should be under the object you selected (in my case it would be under Unrolled Scroll). Now edit your new scroll properties.
2.1 Add S>Scripts to the object.
There should be a script called StdScroll in the script 0 field. Delete that script from there and check the don't inherit box. All the script fields should now be plank and the box ticked. The box should now be:
Script 0:
Script 1:
Script 2:
Script 3:
Box ticked
2.2 Add Engine Features>FrobInfo:
World Action = Move
Inv Action = UseAmmo
Tool Action = [None]
2.3 Add Tweq>EmitterState
AnimS: On
MiscS: [None]
Cur Time: 0
Frame #: 0
2.4 Add Tweq>Emit
Halt should be set to Stop Tweq. Everything else can be left as it is.
2.5 Add Act/React>Sources
Object: Put the number of the object that you are editing.
Stimulus: Select the Stimulus that you created from the list
Propagator: Contact
Intensity: 5
Make sure that all the field are set right (dromed might remove information from the fields when choosing the propagator and the stimulus).
Now click on the Edit Shape button. From Contact Types remove Collision and select From in Inv. The box should now be:
Contact Types: Frob in Inv
Velocity Coeff: 0
Frob Time Coeff: 0
Click ok to all of the Boxes and make sure the new source has been added to the object.
2.6 Add Engine Features>Stack Count:
Type in the number of scrolls you want to get when frobbing the new scroll in world.
3. Now you must edit Garrett. Select Physical>Avatar>Garrett and open it's properties.
3.1 Add Tweq>EmitterState:
AnimS: [None]
MiscS: [None]
Cur Time: 0
Frame #: 0
3.2 Add Tweq>Emit:
Halt: Stop Tweq
AnimC: Sim
MiscC: Grav
CurveC: [None]
Rate: 1
Max frames: 1
Emit what: place the name of the crittershot you want garrett to fire, like firebolt. (the max number of characters is 15 in the field)
Leave the rest as they are
3.3 Add Act/React: Receptrons
Click add to add a new receptron.
Object: The object you are editing (this would be Garrett)
Stimulus: the new stim you created and added to the new scroll
Min Intensity: We set the intensity of the Scroll to 5 so set this to 4
Max intensity: We set the intensity of the Scroll to 5 so set this to 6
Effect: Set property
Target Object: Me
Agent Object: Put name or the (negative) number of the new scroll in here.
Now click on the edit effect. A new boc will come up:
Prop Name: StTweqEmit
4. This is the last moment to save the gamesys and cross your fingers.
5. Create the new scroll in world. And go in game mode. (you will need to load the scripts gen and convict and create a starting point first
What should happen:
When you pick up the scroll it moves in to your inventory: When you frob it (in inventory) it will set Garretts emitterstate property to fire a projectile that you selected (in 3.2). The emitterstate property will reset after the firing so it won't fire unless the scroll is read again.
I hope you people understood what I wrote. :sweat:
Mortal Monkey on 15/8/2002 at 16:52
Great, but just one thing: Is it necessary to have a tweq emitter both on the scroll and Garrett? :)
GayleSaver on 15/8/2002 at 17:07
Quote:
Originally posted by Dark Arrow I might as well type this here since it does belong to the topic.
How to make Garrett an Emitter trap:
You will need to use S&R to make this work so I advice that you read the tutorials first.
1. First you will have to create a new stim. Go to the object hierarchy. There is a pull-down on top of the object hierarchy window where it says Archetype. Click on the pull-down and select Act/React Stimuli from it. Click Add and in the window type something like ScrollStim, SpellStim or whatever you want the new stim to be called. Once you have added a new stim you will have to save the gamesys.
1.1 Save the gamesys to something like yourname.gam. Then type in the input window set_gamesys yourname (<-yourname being the name of the .gam file you just saved). This will make your mission use your custom yourname.gam.
1.2 After that is done close dromed and reopen it and your mission.
2. Now it's time to create a scroll that we want garrett to use to fire a projectile. Open the object hierarchy and go to Physical>Household>Scroll. Select one of the Scrolls (I like to use that unrolled scroll) and add a new object. Call it something like a SpellScroll. The new object should be under the object you selected (in my case it would be under Unrolled Scroll). Now edit your new scroll properties.
2.1 Add S>Scripts to the object.
There should be a script called StdScroll in the script 0 field. Delete that script from there and check the don't inherit box. All the script fields should now be plank and the box ticked. The box should now be:
Script 0:
Script 1:
Script 2:
Script 3:
Box ticked
2.2 Add Engine Features>FrobInfo:
World Action = Move
Inv Action = UseAmmo
Tool Action = [None]
2.3 Add Tweq>EmitterState
AnimS: On
MiscS: [None]
Cur Time: 0
Frame #: 0
2.4 Add Tweq>Emit
Halt should be set to Stop Tweq. Everything else can be left as it is.
2.5 Add Act/React>Sources
Object: Put the number of the object that you are editing.
Stimulus: Select the Stimulus that you created from the list
Propagator: Contact
Intensity: 5
Make sure that all the field are set right (dromed might remove information from the fields when choosing the propagator and the stimulus).
Now click on the Edit Shape button. From Contact Types remove Collision and select From in Inv. The box should now be:
Contact Types: Frob in Inv
Velocity Coeff: 0
Frob Time Coeff: 0
Click ok to all of the Boxes and make sure the new source has been added to the object.
2.6 Add Engine Features>Stack Count:
Type in the number of scrolls you want to get when frobbing the new scroll in world.
3. Now you must edit Garrett. Select Physical>Avatar>Garrett and open it's properties.
3.1 Add Tweq>EmitterState:
AnimS: [None]
MiscS: [None]
Cur Time: 0
Frame #: 0
3.2 Add Tweq>Emit:
Halt: Stop Tweq
AnimC: Sim
MiscC: Grav
CurveC: [None]
Rate: 1
Max frames: 1
Emit what: place the name of the crittershot you want garrett to fire, like firebolt. (the max number of characters is 15 in the field)
Leave the rest as they are
3.3 Add Act/React: Receptrons
Click add to add a new receptron.
Object: The object you are editing (this would be Garrett)
Stimulus: the new stim you created and added to the new scroll
Min Intensity: We set the intensity of the Scroll to 5 so set this to 4
Max intensity: We set the intensity of the Scroll to 5 so set this to 6
Effect: Set property
Target Object: Me
Agent Object: Put name or the (negative) number of the new scroll in here.
Now click on the edit effect. A new boc will come up:
Prop Name: StTweqEmit
4. This is the last moment to save the gamesys and cross your fingers.
5. Create the new scroll in world. And go in game mode. (you will need to load the scripts gen and convict and create a starting point first
What should happen:
When you pick up the scroll it moves in to your inventory: When you frob it (in inventory) it will set Garretts emitterstate property to fire a projectile that you selected (in 3.2). The emitterstate property will reset after the firing so it won't fire unless the scroll is read again.
I hope you people understood what I wrote. :sweat: Length is an indicator of complexity - time for my notebook. ;)