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Thread: DScript -A Squirrel script v0.30a

  1. #51
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Could there be a way to have dynamic ambient music change if first alerts are sent out? I was thinking, since I'm doing my own ambient music, I can make slight-slight differences in the music for first alerts. So it's not jarring but definitely there heightening the drama. Perhaps then more dramatic with the highest alerts.

  2. #52
    Member
    Registered: Jan 2012
    Location: Gèrmany
    It could be done for example with an NVRelayTrap on the AI Archetype. With NVRelayTrapOn="HighAlert" (That's the message iirc)

  3. #53
    Member
    Registered: Sep 1999
    Location: Portland, OR
    Cool. I'm trying to make getting caught as interesting as it was when we all first played, to prevent Quick Loading. This is just one of like 8 things to make someone go "Hmm actually I wanna run and hide just to see what happens in the game".

  4. #54
    Member
    Registered: Nov 2010
    Location: Beyond boundaries of Magia
    A slight off-topic, but related to the last posts. I had that idea in mind for having ambient/quiet version of music and combat/tension in a fan-mission, for when a guard sees and charging to you, just like in Deus Ex or sorta games, the music returns back to normal if he's far enough and/or losses you from his sights.

  5. #55
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    In Dance With The Dead, the environmental ambient changes when the King first gets alerted.

  6. #56
    Member
    Registered: Jan 2012
    Location: Gèrmany
    Not wanting to disturb your conversation^^

    Just want to write down my plans again. (And I again forgot one idea......)
    Update&Polish the demo and documentation (help is also appreciated - no honestly as non native english speaker I sometimes read my stuff and wonder if I was drunk at the moment when I first wrote it. And I bet there are still tons of mistakes.)

    TimetravelSave&Load
    These are like 7 lines of code I still haven't done them.

    Editor Tools
    As they are nearly done since nearly a month a feel a bit bad by not providing them completely.

    Focus/Pan Camera
    Purpose 1: focus the players attention to a spot nearby.
    Purpose 2: Better Ingame cinematics/tracking shots
    You can for example attach the camera to an elevator and move it but it will automatically rotate and not lose it's focus.

    Tracking Shot
    As an upgrade to the last script to easily create tracking shots(Is that really the correct English term for a moving camera). It will be an elevator script that pans the camera automatically at each waypoint to a linked object.

    Advanced OBB Trigger
    Determines via Subobjects from which side an object enters/leaves(*).
    Keeps track of inside Objects via ~Population, (maybe: number of inside objects (of type) can be stored in a QVar.)
    Sent a message to inside objects.
    [...more?]

    (*)For example with TrapMoveRelative you can create one way doors which pushes the player back when he enters from the other side
    Last edited by Daraan; 26th Jan 2018 at 11:24.

  7. #57
    Member
    Registered: Nov 2010
    Location: Beyond boundaries of Magia
    These plans are great, looking forward for some new possibilties! "TimetravelSave&Load"? I'm really expecting some "persistent variable", or similar to that feature to allow building crazy interaction scenario in Dark Engine, and yes I believe I'm kinda naive.

  8. #58
    Member
    Registered: Sep 1999
    Location: Portland, OR
    I wonder if this could happen, maybe a request; could you have hitting 8 button toggle between vines and rope arrows? As I understand it, they will keep overwriting each other. This will break my mission because I am having the player starting with ropes and later getting vines (that will have a secondary ability).
    If I run out of vines using the secondary ability, I want the player to still have full access to the ropes they already have. additionally, I don't want finding a rope later in the mission to kill all the vines.

  9. #59
    Member
    Registered: Jan 2012
    Location: Gèrmany
    Quote Originally Posted by gamophyte View Post
    I wonder if this could happen, maybe a request; could you have hitting 8 button toggle between vines and rope arrows? As I understand it, they will keep overwriting each other. This will break my mission because I am having the player starting with ropes and later getting vines (that will have a secondary ability).
    If I run out of vines using the secondary ability, I want the player to still have full access to the ropes they already have. additionally, I don't want finding a rope later in the mission to kill all the vines.
    Problem here is the Property: Engine Features -> Combine Type: RopeArrow, which needs to be changed. I have little experience with that but I think others discussed that in the past.
    I think the solution would be to replace one arrow type&keep hotkeys or have all arrows but you have to use the cycle command to find the other arrow type.


    Quote Originally Posted by Zoro View Post
    These plans are great, looking forward for some new possibilties! "TimetravelSave&Load"? I'm really expecting some "persistent variable", or similar to that feature to allow building crazy interaction scenario in Dark Engine, and yes I believe I'm kinda naive.
    I'm looking forward to some interesting stuff as well!
    The cost is that for every 'variable' a single file is created.
    Sadly from my research the amount of customizable files you can create (in thief.exe) and read able files - only overlaps in the small margin of custom file names and the check for their existence.
    Could be better but at least there is the possibility! which enables a whole new gameplay.

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