TresCom Forums

TresCom : The Trespasser Fan Gateway...
It is currently Thu Nov 15, 2018 12:49 am

All times are UTC




Post new topic Reply to topic  [ 70 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
Author Message
 Post subject: Re: Isla Muerta - Site C
PostPosted: Tue Jun 20, 2017 8:12 pm 
Offline
T-Rex
T-Rex
User avatar

Joined: Thu Feb 20, 2014 9:13 pm
Posts: 2584
Location: Canada, eh?
Quote:
Trespasser have an actiontype to allow images to be shown on screen. And I'm pretty sure you would be able to make Anne make a sound depending on health, through the use of fire triggers etc.

I'm not sure, I've never been able to figure out if it's possible to get the game to detect how much health an actor has. machf..?

Quote:
Unfortunately, I haven't figured out yet how to *remove* an image from the screen after displaying it... too bad the retail levels don't make use of that ActionType to find out more about it.

Yeah, that's the problem. You can get the image onscreen but can't take it away. I wonder if Lee could implement a way to remove the overlays in CE?

_________________
Image

My currently active projects:
Return to Jurassic Park: A Trespasser Mod - Forum or ModDB | Trespasser HD: Beach (Released!) / Jungle Road | TheIdiot's release thread


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Tue Jun 20, 2017 8:15 pm 
Offline
-=TresCom Website Manager=-
-=TresCom Website Manager=-
User avatar

Joined: Fri Jun 24, 2005 9:40 pm
Posts: 3360
Location: Sweden
machf wrote:
tatu wrote:
Trespasser have an actiontype to allow images to be shown on screen.

Unfortunately, I haven't figured out yet how to *remove* an image from the screen after displaying it... too bad the retail levels don't make use of that ActionType to find out more about it.


Doesn't JPDS remove the image when you go outside the trigger?

_________________
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Tue Jun 20, 2017 8:28 pm 
Offline
T-Rex
T-Rex
User avatar

Joined: Thu Feb 20, 2014 9:13 pm
Posts: 2584
Location: Canada, eh?
Quote:
Doesn't JPDS remove the image when you go outside the trigger?

Which trigger are you talking about? The one where you can jump the fence into the plains and the overlay of the Raptor comes up? If so, then no, it stays on the screen permanently.

_________________
Image

My currently active projects:
Return to Jurassic Park: A Trespasser Mod - Forum or ModDB | Trespasser HD: Beach (Released!) / Jungle Road | TheIdiot's release thread


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Tue Jun 20, 2017 9:00 pm 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10904
Location: Lima, Peru
TheIdiot wrote:
Quote:
Trespasser have an actiontype to allow images to be shown on screen. And I'm pretty sure you would be able to make Anne make a sound depending on health, through the use of fire triggers etc.

I'm not sure, I've never been able to figure out if it's possible to get the game to detect how much health an actor has. machf..?

There's an ActionType to *set* HitPoints, but none to read them, AFAIK.

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Wed Jun 21, 2017 6:04 pm 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Mon Dec 06, 2004 5:21 pm
Posts: 11190
Location: Portland, OR
I do wonder if CCreatureTrigger can detect Anne's health... As for the overlay image AT, the solution is probably to replace the image with a tiny, 1-to-4-pixel image when you don't want one displayed.

_________________
Image
Image Image T-Script Reference / Trespasser Millennium / JP Dark Secrets / Tres File Box


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Wed Jun 21, 2017 8:19 pm 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10904
Location: Lima, Peru
Draconisaurus wrote:
I do wonder if CCreatureTrigger can detect Anne's health...

Oh, it does work with Anne, not just the dinos...

Quote:
As for the overlay image AT, the solution is probably to replace the image with a tiny, 1-to-4-pixel image when you don't want one displayed.

Either that, or a completely transparent image...

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Thu Jun 22, 2017 5:36 pm 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Mon Dec 06, 2004 5:21 pm
Posts: 11190
Location: Portland, OR
Ah well in that case, without looking I am wondering if it could be used to play sounds when certain healths are reached..

_________________
Image
Image Image T-Script Reference / Trespasser Millennium / JP Dark Secrets / Tres File Box


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Thu Jun 22, 2017 6:00 pm 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10904
Location: Lima, Peru
Draconisaurus wrote:
Ah well in that case, without looking I am wondering if it could be used to play sounds when certain healths are reached..

Just remember what the available options are:

Code:
bool    CreatureDie    false    If true, trigger fires when creature dies.
bool    CreatureCriticalDamage    false    If true, trigger fires when creature gets a single damage hit that decreases its HitPoints by an amount greater than or equal to its CriticalHit value.
float    CreatureDamagePoints    must specify    If set, trigger fires when creature gets a single damage hit that decreases its HitPoints by an amount greater than or equal to this value but less than its CriticalHit value.
bool    CreatureSleep    false    If true, trigger fires when creature (physics) falls asleep.
bool    CreatureWake    false    If true, trigger fires when creature physics is awoken.

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Thu Jun 22, 2017 8:04 pm 
Offline
T-Rex
T-Rex
User avatar

Joined: Thu Feb 20, 2014 9:13 pm
Posts: 2584
Location: Canada, eh?
Quote:
As for the overlay image AT, the solution is probably to replace the image with a tiny, 1-to-4-pixel image when you don't want one displayed.

Does overlaying a different image get rid of the first one? I seem to remember running into the problem where the new image simply overlayed on top of the previous one...could be wrong though as I haven't touched that trigger for a long time.

Draconisaurus wrote:
Ah well in that case, without looking I am wondering if it could be used to play sounds when certain healths are reached..

The best I was able to come up with was making the player cough at random intervals to indicate sickness, which is triggered by a variable that is activated when you contract a disease (like in JPDS). You could create a bleeding system in a similar manner I would imagine - have the player lose health when injured severely and play a pain sound every now and then until they heal.

_________________
Image

My currently active projects:
Return to Jurassic Park: A Trespasser Mod - Forum or ModDB | Trespasser HD: Beach (Released!) / Jungle Road | TheIdiot's release thread


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Fri Jun 23, 2017 8:19 pm 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Mon Dec 06, 2004 5:21 pm
Posts: 11190
Location: Portland, OR
Mmmmm I see the value that will work..
And damn you know, it's too bad we can't teleport trnobjs.. make Anne leave a trail of blood as she walks.

_________________
Image
Image Image T-Script Reference / Trespasser Millennium / JP Dark Secrets / Tres File Box


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Sat Jun 24, 2017 2:29 am 
Offline
T-Rex
T-Rex
User avatar

Joined: Thu Feb 20, 2014 9:13 pm
Posts: 2584
Location: Canada, eh?
Quote:
And damn you know, it's too bad we can't teleport trnobjs.. make Anne leave a trail of blood as she walks.

Huh. You'd think maybe there would be a way considering that the blood TrnObjs teleport when a dinosaur is wounded. Even if it were only the blood objects, you could do some neat things...

_________________
Image

My currently active projects:
Return to Jurassic Park: A Trespasser Mod - Forum or ModDB | Trespasser HD: Beach (Released!) / Jungle Road | TheIdiot's release thread


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Sat Jun 24, 2017 5:51 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Mon Dec 06, 2004 5:21 pm
Posts: 11190
Location: Portland, OR
Has anyone tried spraying particles named "Blood" on the ground to see if they make a bloodsplat?

_________________
Image
Image Image T-Script Reference / Trespasser Millennium / JP Dark Secrets / Tres File Box


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Sat Jun 24, 2017 5:53 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10904
Location: Lima, Peru
TheIdiot wrote:
Quote:
And damn you know, it's too bad we can't teleport trnobjs.. make Anne leave a trail of blood as she walks.

Huh. You'd think maybe there would be a way considering that the blood TrnObjs teleport when a dinosaur is wounded. Even if it were only the blood objects, you could do some neat things...

I think they may have disabled the effect for the player...

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Sat Jun 24, 2017 5:57 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Mon Dec 06, 2004 5:21 pm
Posts: 11190
Location: Portland, OR
Ah true I haven't seen Anne's blood produce splats.. probably won't work, then.

_________________
Image
Image Image T-Script Reference / Trespasser Millennium / JP Dark Secrets / Tres File Box


Top
 Profile  
 
 Post subject: Re: Isla Muerta - Site C
PostPosted: Sun Jun 25, 2017 1:04 am 
Offline
T-Rex
T-Rex
User avatar

Joined: Thu Feb 20, 2014 9:13 pm
Posts: 2584
Location: Canada, eh?
Draconisaurus wrote:
Has anyone tried spraying particles named "Blood" on the ground to see if they make a bloodsplat?

I have - there's a trigger in that really old RTJP level that sprays blood, and it doesn't produce splats. Seems to me like it's the collision between the "bullet" and the creature that causes the blood TrnObj to teleport rather than the particles themselves unfortunately.

_________________
Image

My currently active projects:
Return to Jurassic Park: A Trespasser Mod - Forum or ModDB | Trespasser HD: Beach (Released!) / Jungle Road | TheIdiot's release thread


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 70 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 12 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

Powered by phpBB® Forum Software © phpBB Group