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Post by strangeguy on Mar 22, 2013 21:03:16 GMT -5
Everything was going good getting most of the way for a (very minor) release when I added a new version of a special ability I used before, when any of your guys get spotted by a specific enemy they say something and invisible explosion causes daemons to spawn from invisible props. Thing is testing it out it doesn't seem to want to work and even the old one which I'm pretty sure was working doesn't now. I even tried out an older version and it didn't, though I'm not sure if that's the version I originally made it on. Not getting anything in run.txt.
Khorne_Spot - SPOT_ENT E_FACTION==XCOM|COUNT==0 - - - - FLUFF_ENT - - GLOBAL DEFAULT "[name]: \"Khorne cares not from where the blood spills.\"" + EXPLODE - EXPLOSION=Horror_Summon - - - + KILL_ENT - DMG_TYPE=SP - - -
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Post by 10101 on Mar 23, 2013 0:40:02 GMT -5
Just for information, are you still working at 8.2?
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Post by Kyzrati on Mar 23, 2013 7:49:51 GMT -5
Everything was going good getting most of the way for a (very minor) release when I added a new version of a special ability I used before, when any of your guys get spotted by a specific enemy they say something and invisible explosion causes daemons to spawn from invisible props. Thing is testing it out it doesn't seem to want to work and even the old one which I'm pretty sure was working doesn't now. I even tried out an older version and it didn't, though I'm not sure if that's the version I originally made it on. Not getting anything in run.txt. Khorne_Spot - SPOT_ENT E_FACTION==XCOM|COUNT==0 - - - - FLUFF_ENT - - GLOBAL DEFAULT "[name]: \"Khorne cares not from where the blood spills.\"" + EXPLODE - EXPLOSION=Horror_Summon - - - + KILL_ENT - DMG_TYPE=SP - - -
The part you show here is pretty straightforward and shouldn't be causing any trouble as I see it. Must be something else, like your explosion not reaching the invisible props you speak of, or their SA is not properly receiving the explosion. Or are you saying the speech is what's not even working here? Or the spawning? Just for information, are you still working at 8.2? The fact that he's using invisible props means he must've updated to 8.3+ already.
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Post by strangeguy on Mar 23, 2013 8:12:37 GMT -5
The part you show here is pretty straightforward and shouldn't be causing any trouble as I see it. Must be something else, like your explosion not reaching the invisible props you speak of, or their SA is not properly receiving the explosion. Or are you saying the speech is what's not even working here? Or the spawning? Not even the speech is working, so I haven't bothered with spawn props nearby. They were present when I tested out the old one and found it not working either, so it isn't a problem with the speech and everything else working fine. Working on 8.7, not making serious use of the new features but I like to work on the newest and I have used them, a few machine guns have 4 shot bursts, plasma gun has a 2 shot and psykers now show up as human using tags. I'm sure I had it working, but trying out my old version in 8.3 it doesn't work so I have no idea what's going on. EDIT: I just tried with the one with the special ability being XCOM faction and it instantly triggered. I've used that to make sure every other bit works fine.
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Post by Kyzrati on Mar 23, 2013 10:25:20 GMT -5
So you mean you gave the ability to an X-COM faction member and it worked, but still doesn't work otherwise? It's triggered at the beginning of the faction's turn, so I assume you gave them a chance to act when X-COM was still in view at that time? I've used that trigger plenty so I know it works... can't think of another cause. (If you can't get it after a while I'll try it out myself and see, but right now the code's up to R9 so I wouldn't be to check it so easily.)
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Post by strangeguy on Mar 23, 2013 11:47:25 GMT -5
So you mean you gave the ability to an X-COM faction member and it worked, but still doesn't work otherwise? It's triggered at the beginning of the faction's turn, so I assume you gave them a chance to act when X-COM was still in view at that time? I've used that trigger plenty so I know it works... can't think of another cause. (If you can't get it after a while I'll try it out myself and see, but right now the code's up to R9 so I wouldn't be to check it so easily.) I changed the faction of those with the ability to XCOM, and it instantly triggers showing that I haven't failed to give them the ability or something stupid like that. I just tried it out with them as alien faction, spawning a xcom member on the floor above and walking into view, ending the turn, and I get no activation they just ran up and stabbed me. I wasn't sure if it activated on their turn or just as soon as spotted, in this case it would be a bit too easy to just kill them before they get a chance to summon. Still even if I end up using a different trigger for this one, the other one I have I want to keep it the same.
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Post by Kyzrati on Mar 23, 2013 12:06:27 GMT -5
I wasn't sure if it activated on their turn or just as soon as spotted, in this case it would be a bit too easy to just kill them before they get a chance to summon. Yes, unfortunately the engine can't efficiently do effects precisely when targets are spotted because it would require quite a few checks given the current system. So it's only checked once--at the beginning of the unit's turn. (Maybe the checks I'm thinking about aren't *that* time-consuming and I could add this at some point, or at least test it, to see if it would be efficient enough, especially now that the engine is much faster. Really the reaction fire system is already doing this, anyway...) Still even if I end up using a different trigger for this one, the other one I have I want to keep it the same. ::looks at code:: ... Um... WTF!?!? Sorry, I'm rather surprised here because I JUST FOUND OUT THAT I NEVER EVEN CODED THAT FOR AI UNITS! Oops. This trigger was meant to be handled differently for player-controlled and AI factions, but after coding the player side, I apparently completely forgot to do the AI version. This also means that some of the flavor text in Rookie's Tale isn't even showing... Sheesh, and I thought I'd tested that. So, 1) it's not your problem; 2) looks like I'll have to fix this for R9 (coming soon). Thanks for bringing this to my attention.
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Post by strangeguy on Mar 23, 2013 12:31:35 GMT -5
::looks at code:: ... Um... WTF!?!? Sorry, I'm rather surprised here because I JUST FOUND OUT THAT I NEVER EVEN CODED THAT FOR AI UNITS! Oops. This trigger was meant to be handled differently for player-controlled and AI factions, but after coding the player side, I apparently completely forgot to do the AI version. This also means that some of the flavor text in Rookie's Tale isn't even showing... Sheesh, and I thought I'd tested that. So, 1) it's not your problem; 2) looks like I'll have to fix this for R9 (coming soon). Thanks for bringing this to my attention. That explains it, though it does leave me wondering how I ever thought it was working in the first place. Must have been doing something wrong with testing. If I'm not going to able to get it triggering as soon as you see the summoning guy for this specific one I think I'll put some invisible explosion causing props near the entrance or something, though I'll still have to wait for R9 to get the old one working, plus some flavour text for NPCs tied to SPOT_ENT (which used to be ENT_NEW_TURN but I changed to requiring visual without testing if that worked).
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Post by 10101 on Mar 23, 2013 12:57:07 GMT -5
You could use this one
ENT_NEW_TURN RANDOM<=25|E_FACTION_RANGE(XCOM)<=30
You might replace the random with count==0 so it triggers once the first time an 'XCOM-Member' gets close enough.
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Post by Kyzrati on Mar 23, 2013 21:45:04 GMT -5
That explains it, though it does leave me wondering how I ever thought it was working in the first place. Must have been doing something wrong with testing. On my end I realized that I never noticed it because most of my testing was done with the AI off (i.e., player control of all factions), which would still allow this to trigger even though they belong to another faction! Maybe you had the same issue?
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Post by 10101 on Mar 26, 2013 15:42:58 GMT -5
If i have a SA with weighted spawn and add a spawn with no weighted effect, am i getting 2 spawns (one weighted, one not) or only one (probable not weighted)?
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Post by Kyzrati on Mar 26, 2013 20:24:19 GMT -5
All effects take place unless weighted (unless of course they fail conditions), in which case only one of the weighted set will take place. So if you have 3 effects: 1 = WEIGHTED 2 = WEIGHTED 3 = UNWEIGHTED ... you'd get two spawns, one chosen from among the first two weighted ones and the third effect/spawn would always take place.
Later on I also added support for multiple weighted sets on a single SA, so you can do: WEIGHTED WEIGHTED UNWEIGHTED WEIGHTED WEIGHTED ... and that would chose one of the first two, always do the second, and then chose one of the last two, so you'd have three spawns total. (Using multiple sets requires that you have a non-weighted effect to separate them, even if it's just a FLUFF effect that does nothing--i.e., it's purpose is to separate the weighted sets.)
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Post by strangeguy on Apr 1, 2013 17:10:54 GMT -5
I've been making an entity which can either put power into shields for armour, weapons for a more powerful gun or mobility for more TU and stamina. Had some trouble getting it working before embracing the obvious and using mutate (I was already using several tagged versions of it since the AI wouldn't use the ability). However this raises a big problem (I thought two big problems, but having to deplete or replenish TUs isn't actually a problem as the first can be used by players so they only change at the end of turn, and the latter is good for AI with a random chance to change at start of turns). Health isn't maintained, mutating acts as a full heal. Doesn't appear to be any options to do otherwise, if there is how, and if not I'd like to see them added.
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Post by Kyzrati on Apr 1, 2013 20:22:57 GMT -5
Ah, you are correct, I haven't added that option yet. You've apparently found elsewhere that you can transfer inventory, SA, switch factions, and follow others on a mutate, plus there is also a way to transfer armor damage (which was originally added for the zombie->chryssalid transformation, since it does that).
I'll add a new data property that allows transfer of HP, too.
Also FYI: You don't actually have to deplete or replenish TU on a mutation, there is a third option called DEFAULT which leaves the TU unchanged.
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Post by Kyzrati on Apr 4, 2013 8:31:47 GMT -5
I added a new data tag "HP" for MUTATE effects which allows you to control how HP is handled. Options are: - FULL // current set to max (default if unspecified)
- PERCENT // current set to same percentage of max as original entity
- SAME // unchanged (though not allowed to exceed new max)
I didn't release a new version for this--just redownload R9 to get the new .exe.
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