LarryG on 18/5/2011 at 23:15
On looking over FireMage's tutorial, I think I get most of it, but what I don't understand is how the Fireshadow gets regenerated / reset to normal (special metaprops removed) after it gets to DisapPoint1. Also from looking at ZombieRegen, it seems that the fireshadow will not get resurrected if it is killed by WaterStims "If the type of damage that killed the zombie was a WaterStim (i.e. it drowned), then it dies normally." This seems not to be appropriate for a creature that you expect to kill by water ... So maybe I don't understand enough about what the script is doing vs. what the Response to Signal: Possum is. Is it that all you are using ZombieRegen for is to send the Possum signal? or are you using it for the responses to damage as well? If so, this seems to make your fireshadows vulnerable to lightbright and FireStim, which doesn't seem right, or are you giving it an Abort response to those?
FireMage on 19/5/2011 at 18:31
héhé, you just don't understand that:
I've write in the tutorial this:
Create a new marker:Fnord>Marker>FSBack
And it's properties are:
FSBack:
Source:Rad=1;11;Touch Shot Two Times
Receptrons:Touch:Min10:Add Metapropr: ME;M-BuildFireShadow
When a fire Shadow disapear with FireShadStim, It create the FSBack Marker.
I have forgotten to write that you may change the Shot Time of Touch (Approximatly 30000), then, when the fireshadow run and disapear, It will create FSBack, then, FSBack, will be destroy after 30 Seconds and after, it create a NewFireShadow. Because does patrol is already ticked, this fireshad will patrol.
My tutorial is not perfect, easy and clear everywhere, but with it, you can't imagine how many frightening creatures you can invent.
EDIT: When I use the Possum Signal, I cheat a little, let me explain you how a zombie's properties are:
Script:ZombieRegen: It is the script which do that, when the zombie's lifepoints fall to Zero, Zombie get new lifepoints after a Possum Signal.
Response:Possum Signal:You can use it, only if the monster get the zombieregen properties AND if it get the Slayresult: "NO EFFECT".
Then, the monster will play a converse before its regeneration. So, the zombie have a converse wich ask to it to fall in the floor and to sleep with new lifepoint.
The fireshadow is different, it don't fall and sleep, but run fast and disapear by a destroyingStim that all, it left a crystal, an explosion, and a marker wich will create a new fireshadow.
With Possum you can invent a monster who become invisible with a simple Add metaprop: Add "special metaprop which make an Ai invisible". The creature will be just invisible, it will attack you immediatly after that. You won't hear a falling body and nothing after. If you won't to believe that, look at the zombie properites, change the Signal's Converse and see. Actually, it is very easy.
EDIT2:
You can add that the fireshadow will be hit by fire, touch, gas and other stimuli. It will be hit if you add the receptrons.
If the fireshadow is fireproof, but killable by water, possum and zombieregen will change NOTHINGS about stimuli, special stimuli wich will explose zombie are hidden in the zombie properties, like the "projectile" with "bowsite limb object", the GAM's object only will hit by that. You kill a fireshadow by arrows and sword, it will disapear. That's all.
If you want a piece of advise, make me this fireshadow and read all the tutorial, and you look at the fireshadow's Behaviour.
LarryG on 19/5/2011 at 21:22
You're right. I don't understand. I don't even see a stim called FireShadStim mentioned in the tutorial. Two other stims, but not that one. :confused:
It also looks like I would end up with FSBack markers all over the place with your approach. The way that the original fireshadow scripts worked, I believe, they were regenerated at the same original spot every time. That ensures they start patrolling the right route. It seems that with your approach they would get regenerated where they were killed, which might not be near the intended patrol route, causing them to possibly start patrolling along an incorrect route. But maybe I just don't understand what you are doing.:erg:
In any event, I think I'll stick with my own idea for regenerating the fireshadows, at least until Telliamed releases his updated gen.osm with FireShadowEcology and FireShadowFree fixed to work with T2. If I can't get my NV script approach to work, I may take another look at what you are doing, but I think you may have left off some pieces of the puzzle in your explanation. Thanks, though.:thumb:
FireMage on 20/5/2011 at 17:01
There is Only 2 FireShadStim: FireShadFlee and Disapear.:sweat:
Flee create the Crystal and force the fireshadow to become frendly and flee without trouble.
Disapear destroy the fireshadow to left a marker wich create a new. It is right, she won't take the right road of patrol, but it is impossible to choice, because, she is a new Fireshadow.
You can create a metaprop who get the invisibility power to the fireshadow, but i think that you will halas, hear the flammes, see the particles and the light.
Sadly, you can't choice.:nono:
You can do that without problem:
FireStim; No max;No min; Abort
WaterStim; no max; no min; Damageobj; ME; none
And Zombie Regen: With this script, if the fireshadow get a slay result with "NO EFFECT", so you can use Signal response: Possum.
The Signal give to the fireshadow a metaprop wich emit a source of FireShadowFlee, if fireshadow, get a stimuli of FireShadowFlee, She drop a firecrystal and become friendly. After, She get the order to go to the DisapPoint1 fast.
And, she get a finally a metaprop which emit a source of FireShadowDisap, if she recept this Stim, she drop a FSBack marker, and she is destroyed.:ebil:
The FSBack emit a Stimuli, this stimuli hit the marker when it is made. So to evict a fast comeback of the fireshadow, it will just put in it properties a metaprop. The metaprop say that: If I get 10 points of Touch, I'll create a fireshadow and I will be destroyed.
End. After that, if you don't understand, i am sorry, but I can't do anythings more.:erg:
LarryG on 20/5/2011 at 17:44
Thanks. I appreciate your further explanation.
I don't think that your approach will work well for my situation, but if my approach doesn't pan out, I may take another look. Thanks again! :thumb:
LarryG on 29/5/2011 at 05:27
I've started testing the new FireShadowEcology and FireShadowFlee scripts that Telliamed just released in beta test. So far they seem to work just fine (though I can't get the schema to fire when FS is spawned), but I have an issue with my FireShadow setup: for some unknown reason it patrols at a dead run only. I can't imagine what I did to cause this. I've looked over and over at the archetype and don't see anything. Maybe I don't know what to look for ... what could cause this? When the FS alerts, it slows down to start searching, and when it fights, it seem to fight normally, but the patrolling is at a dead run! :confused:
EDIT: Never mind. At one point I must have been experimenting with Actor Tags and added LocoUrgent 0. :erg: Once I got rid of that, the FS slowed down on patrol. :o
LarryG on 19/10/2019 at 09:09
You could of course look at what I ended up using in my released mission, Finals at the Academy.
Unna Oertdottir on 19/10/2019 at 10:28
That's what I did already. The fireshadows in Finals are doing what they are supposed to do, and look good. The issue is your complicated setup. I can copy this (may I?), I just export everything as dml and create many new archetypes. This will work.
The thing is: The dml is meant as a gamesys dml for others. I want to keep it as simple as possible.
If Firemage has a more straightforward setup, I'd prefer this.
FireMage on 19/10/2019 at 10:35
Wow, very old post indeed, well, I can redo it and send a demo (mis+gam) ;)
Hopefuly it still work with NewDark but I see no reason why it shouldn't. I will certainly update a few things in the process since I was pretty new to Dromed back in time.