The Infested City Mod

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Postby EggChen on 30 Sep 2008 22:34

You don't need to edit the weather as such...

My understanding was you wanted this fog at certain times? So find that time in the existing weather, then follow the advice above....

- Change the ambient section that time section calls to a new one... [env_ambient_egg's_spooky_fog]
- Then add that new section to env_ambient and start from there.

That was only a suggestion for the section name by the way :geek:

You can also spawn particles on anomolies, one way Utility did his work was to create new anomolies, with no damage or attributes, that then called a particle effect. I don't know if you could make those only go online at certain times though using all.spawn.

Maybe if you used scripts to bring these anomolies online and take them offline? I understand that is basically the way the changing positions of AMK's and OL's anomolies works....

Ooh, just had an idea....
Last edited by EggChen on 30 Sep 2008 22:36, edited 1 time in total.
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Postby Kanyhalos on 30 Sep 2008 22:36

The easiest way is figure out from AMK, the electro_chimera, look into their bind_monster.script, the code is written in the object updater.
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Postby jamie1992 on 30 Sep 2008 22:37

Oh i see, ok cool well once i get home from my college course thingy ill have a tweak around. :D

Thanks again man.

EDIT: Thanks kany good tip :D
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Postby EggChen on 30 Sep 2008 22:38

As Kany says that is one way, did you see how I spawned particles on mutants using that AMK script in PE3? What if you had a different class of zombie for these times, and he was the point on which you spawned the fog?

Or even a controller.....
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Postby jamie1992 on 30 Sep 2008 22:41

Hmm, well the idea is like silent hill fog and so on, follows around the player so ill try seeing if i can get the effect to follow player, hopefully ill get it all going. :D
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Postby Kanyhalos on 30 Sep 2008 22:42

Getting objects for attaching particles on them can be used as "class id", "section", "name", "profile", anything specific you see in all.spawn!
You shouldn't apply this on zombie class id, you can make separated ones as giving them new section names, just like "zombi_rotten", and "zombi_goodguy" or anything you want.
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Postby jamie1992 on 30 Sep 2008 22:45

well, is there a way to say spawn the fog around and follow the player just like it does with the chimera and so on?

Because in my opinion that would be ideal for me and then i can play around with weather and so on so i can get it perfect for the mod settings etc if you see what i mean. :)
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Postby EggChen on 30 Sep 2008 22:45

Well, maybe you could use the AMK code for the player then? Download PE3 and have a look at how it is done with the mutants... it will probably be easier than sifting through AMK.

Also, in that example I posted above the "offset" variable is the position relative to the player. So 0,0,0 is on the player... only problem is sometimes you can outrun the effect as it spawns for its lifetime at that point even when you have moved away.

Either, have short durations for the particle playing in the env_ambient sections, or figure out AMK scripts and spawn it on the player.
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Postby Kanyhalos on 30 Sep 2008 22:45

attach particle to the actor?
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Postby jamie1992 on 30 Sep 2008 22:46

Ok ill play around spawning it on player cheers guys. :D
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Postby EggChen on 30 Sep 2008 22:46

I think that is what Jamie wants.... I never tried it.
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Postby jamie1992 on 30 Sep 2008 22:47

Yep so that when the player moves the fog follows...let me make an example of something give me a minuite. :D
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Postby Kanyhalos on 30 Sep 2008 22:48

Call the script from bind_stalker, function actor_binder:update(delta), and get the player as

if self.object:section()=="actor" then
blablabla
----
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Postby jamie1992 on 30 Sep 2008 22:53

Ok, what i meant was this:

http://i35.tinypic.com/maz5op.jpg

If the player moves (Reddot) the fog will follow him so if he moved and strafed right, the fog would stay with him and make it look as if the fog is everywhere and so on.

This clearer? :S lol
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Postby Kanyhalos on 30 Sep 2008 22:55

I understood it already. I just mentioned that function, because that is constantly updating the online objects all time, so it will always affect the actor as well.
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Postby jamie1992 on 30 Sep 2008 23:03

Ah yes i understand the delta update is always active as i once played around with it by making things spawn if it wasnt there so if i had no medkit it would spawn one and so on always checking etc.

Was good fun i messed about with it in CS today and ended up messing up and have well over 400 medkits. :S

Anyhoo, ill try spawning on character.

btw what would the whole function section be kany. :S
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Postby Kanyhalos on 30 Sep 2008 23:20

jamie, I hate posting guessed code on the forums, when I was modding the game I always had shitloads of bugs and crashes when I got something to work, and it's not possible to make it without having global overview on everything, otherwise it'll be a mess and we'll confuse each other.

don't use the update(delta) for spawning, use the net_spawn(data) for that, it's called on game load.
you can also block it with infoportion to avoid the multiple spawnings.

the another very important is learn how to play with the xr_motivator.script, that is the responsible for the npc update, when they become online, or when they die, or when you loot their corpses, etc., those functions will be executed when you do the regarding ingame activity.

you must learn all bind_xxx scripts and xr_xxx scripts, at least the most importants of them.
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Postby Kanyhalos on 30 Sep 2008 23:34

Ah, and I'd mention that you don't spawning the particle to actor, you attach it. Please use the "attach" cos the spawning is confusing.

my actual joke
http://www.gsc-game.com/index.php?t=com ... &sec_id=16
:D
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Postby jamie1992 on 02 Oct 2008 00:14

Ok, weather isnt working i just replaced all effects and sections with my own the whole of env_ambient, Default weather and pripyat weather and the fog would not work so i went to go the amk electo approach and low and behold the m_chimera file has no refrences and the bind_monster.script is a clusterfuck and is a mess and i cant find anything in the files.

So anyone wanna tell me how to get the fog to follow actor correctly because im not lost.
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