Scuzzbopper

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  1. I'll try to get them added this weekend.

    Nice discovery.
  2. Scuzzbopper

    Donut

    Of course, I had to go play with this right away (who needs sleep?).

    Among other possibilities, you can scale up the invisible character's size to create giant-sized MOV-based objects. Here's a quick and dirty example: Giant Food.
  3. Scuzzbopper

    Donut

    [ QUOTE ]
    Puddle didn't work, but what DID work was making a dummy costume -- all 27 lines being "PARTSNAME none none none". Here's an screenshot, though being static takes away a lot of the fun: http://s55.photobucket.com/albums/g1.../donutrain.jpg

    [/ QUOTE ]

    Oh sweet! I'd tried to do the same thing before (meaning applying MOVs to Puddle, not anything specific to donuts), but had never thought of using a null costume. Well done, Leandro!

    A new trick for the toolbox.
  4. Well, don't forget that the whole idea for the wiki is so that anyone can contribute, so feel free to add/make corrections. So far, it's just been me and I'm sure there's things I've missed or gotten wrong.

    This point is mentioned in the section on reasons why Models Don't Show Up, albeit as a placeholder note that needs a more complete write-up.

    I plan to get back to work on the wiki entry September-ish, but work and real life have me pretty busy right now. Work, at least, should hopefully ease up a bit sometime in September.
  5. Scuzzbopper

    PPD car models

    PPD_SquadCar is probably what you want. It's a stationary version.

    PPD_SquadCar is a destructible model, so you will need to assign the HP & HPMAX command lines to it to get it to show up correctly. Add those two lines to your model code and it should show up, like so:

    [ QUOTE ]

    0 23 NPC PPD_SquadCar
    0 23 MOV READY 0
    0 23 HP 150.00
    0 23 HPMAX 150.00


    [/ QUOTE ]
  6. Glad to help. Hugs and cookies always welcome.
  7. [ QUOTE ]

    Wait some of the transparency effects do work? Which ones? Right now my wife is fighting needing to have a character transparent.

    [/ QUOTE ]

    Just one little lonely one (that I know of & assuming it hasn't been broken by any recent game builds; what works in demos seems to change from one day to the next ).

    Click here for the detail on the one that works.
  8. I did a quick check and they just pop out for me too.

    I can't say I'm surprised given that almost all the stealth/transparency effects don't work in demo playback. I suspect the death fade is another symptom of that same issue.
  9. [ QUOTE ]
    Here's another problem I have just run into: The following FX command does nothing to my toon:

    OneShot 186249 WEAPONFX/CROSSBOWHIT.FX 186248

    It is part of a unaltered demorecord file with my toon being hit by a Mortificator's crossbow bolt. When recorded, the toon did a nice reaction to the hit. But on playback - Nada.

    Thoughts?

    [/ QUOTE ]

    I would bet 2 inf that the FX above is just the bolt sticking out of your toon's chest and that there is a MOV that's associated with the actual "reeling back" reaction.

    That's on my long-term wishlist of things I'd like to do is document all those associations, but probably on the "long way off, if ever" pile.

    EDIT

    Whoops. I missed that it was unaltered. Still, is there a MOV attached to your toon at the time of the hit?

    If not, I wonder if the game has some of the reactions as inherent that aren't captured by the demorecord (or maybe the particualr recording just happened to hiccup right there and missed the MOV). You might be able to apply/add-in a hit reaction MOV to get the appropriate visual in that case.

    At a guess, HITQUICK might be that reeling back reaction (just a guess, I'd have to try it to be sure) and you could splice that in with a zero time change right after the FX.
  10. Truly excellent.

    Now I know what you needed the treasure chest for.

    EDIT: Oh and bonus props on the new Samuraiko opening!
  11. [ QUOTE ]
    [ QUOTE ]
    heh, I just watched Dark_Respite's newest video and I will be honest, I feel out of my league here.

    [/ QUOTE ]
    She can only take one of the prizes, right?

    [/ QUOTE ]

    Aspire to be 3rd. That's my motto.
  12. The War Walls up/down effect is controlled by the DYNARRAY command (see here for more info).

    However, I don't think that the controls are the same for CoV zones. I hadn't investigated it too thoroughly, but I did some captures in the CoV zones, and they didn't appear to include the DYNARRAY command for War Wall effects (just for Recluse's Victory control boards), so they may be persistent effects on the CoV side.

    I could be wrong and it could be the demo doesn't record the DYNARRAY status for the zone if you are simply out of visual range of the zone boundary, but I don't think they're controlled by the same code. Try it and see.

    EDIT: I suppose the command might still work, and just doesn't appear in CoV zones because it isn't normally applied. Don't know if I've ever caught one "live" during an invasion red-side.
  13. [ QUOTE ]

    [ QUOTE ]
    The following policies and requirements are examples of those you must comply with when creating and submitting your Video. With the exception of those elements which are contained within the Selected Games and incorporated into your Video, your Video must [u]NOT[u] contain:

    [/ QUOTE ]
    (italics mine)

    So it's OK as long as it's part of the game. Phew.

    [/ QUOTE ]

    Heh. I think maybe I'll sit down and read all the rules.
  14. [ QUOTE ]
    They need to turn that talking hand thing into a real emote then. Where does that appear in the game?

    [/ QUOTE ]

    /em yatayata

    (Seriously. It is a real emote.)

    EDIT: Doh. Beaten to it.

    [ QUOTE ]

    <ul type="square">[*]any display of physical injury, death or property damage or conduct or activity that could cause physical injury or property damage or that is reasonably likely to do so;[*]any... content that displays, appears to display, encourages or implies that any activity or conduct that is otherwise unacceptable in reality, has been or could have been involved;[*]any use (or display of use) of equipment, facilities or property... that would reasonably be considered unsafe; [/list]

    [/ QUOTE ]

    And yow! Hadn't read that. That is a pretty tough restriction.
  15. [ QUOTE ]
    Whats a Machinima?

    [/ QUOTE ]

    Machinima

    EDIT: Better still, just take a look at the stuff in this thread. That's Machinima.
  16. Holy &lt;bleep!&gt;!

    Giving away a new CAR. Wow!!!
  17. [ QUOTE ]


    I dont get the shakespear refrence though. Thats the missing piece to this puzzle...

    -Sin

    [/ QUOTE ]

    Because it's wicked cool?
  18. [ QUOTE ]
    Goggles and wild ride makes me think of Buckaroo Banzai.

    Hmm...

    [/ QUOTE ]

    My brain went to Mr. Toad.


    But mostly I'm thinking of this post and next week being early July.
  19. [ QUOTE ]


    So how can I go about checking that possibility?

    [/ QUOTE ]

    Fix the Player tag as suggested by either Dark_Respite or Relentless. Currently, you have no model attached to the Player code. Try that and see if it fixes the problem. I think either should work.

    If you're planning something long, where the objects/models are going to be moving a long distance, I'd recommend Michelle's solution of just re-attaching the Player code to your PC -- the character you're going to be following with the camera (or else you may have to move the puddle from time to time to stay close to the camera).

    If you want to keep it attached to a Puddle, splice in the code Relentless provided. If you want to reattach it to the PC, move the Player code to the PC as Michelle instructed.
  20. [ QUOTE ]
    I think it also controls where the sound is, doesn't it? Or is that the camera? (Really wish you could just make the camera the player!)

    [/ QUOTE ]

    Could be. Hadn't thought to check for sound.
  21. [ QUOTE ]
    [ QUOTE ]
    You need to put this just above the player's name:

    0 100 NEW Player

    Then remove the PLAYER notation above the puddle.

    Also, I noticed your first set of coordinates for your player is missing a PYR line.

    Other than that, you should be fine - then again, I'm exhausted and may be missing something.

    Michelle
    aka
    Samuraiko/Dark_Respite

    [/ QUOTE ]

    Okay. I must have misunderstood something somewhere along the line. I want the NPC_puddle to be the player, cause the game engin renderes based on what the player can see, right? So I want the engin to render based on the POV of the camera (Hence the Puddle tracking with the camera being designated as the player). Or am I totally off base with my understanding here?

    [/ QUOTE ]

    The POV is all controlled by the CAM commands (CAM POS &amp; CAM PYR). What entity/character you designate as the player doesn't matter with regards to your POV.

    Unnecessary detail:

    The one exception to this is that the POV of the entity designated as the Player does control the render distance, so if you have your Player in one corner of the map and your camera in another, that can cause problems, but as long as the camera is fairly close to whatever you've designated as the Player, you should be fine.

    I suspect that's what is going on here. You're Player code is a little off, so it probably isn't reading the location of the Player correctly, leading to things not showing up because your CAM is outside the render distance.
  22. Scuzzbopper

    New Skirt? huh?

    [ QUOTE ]
    Thats all Jay has, he just has people throw em in the game. His job is being .........'sexy'?

    I dunno, i'm not in the habit of making this distinction but that guy is far from sexy

    [/ QUOTE ]

    You realize he's never going to fix this now.


    Or was that your whole plan all along?
  23. Scuzzbopper

    Vahz BBQ

    [ QUOTE ]
    That's a demo edit, right?

    Right?

    Please tell me it's a demo edit...

    Although that would be farging hilarious to stumble across in game.

    [/ QUOTE ]

    Yes, it's a demo edit.