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Topics - rpc190

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1
Bug Reports / Trigger - OnLeave Bug
« on: March 07, 2015, 08:48:34 PM »
Well I doubt there is much chance of this getting patched but thought I'd leave this here so anyone else who encounters this bug will no the cause.

There is a bug with the AreaTrigger - OnLeave script; it seems if it is disabled through a ToggleElement script it will trigger if someone is standing it the area at the time. I have attached a map recreating this bug.

2
Bug Reports / Toggle Immortality - Move AI Bug
« on: August 29, 2014, 06:08:25 PM »
I just spent about three hours tearing my hair out only to eventually fine this bug. It seems that when an actor is under the effects of a Move AI command they cannot be affected by a Toggle Immortality script. While this only occurs in niche situations I believe it is a bug. I have attached a map that recreates the bug that uses only base assets.

3
Editor Discussion / Enemy Pathfinding Question/Issue
« on: July 15, 2014, 01:50:07 AM »
I ran into an issue today with enemies trying to fit through smaller openings. When a 2 square (64x64) opening is left the enemies pass through fine as seen in the first screenshot. However if you move the two boxes in even one notch on the smallest grid scale the enemies are reluctant to go through unless herded as seen in screenshot 2. They will happily wait outside if you run inside the closed area even though they could easily fit. I imagine this is because something in the path finding works on a 32x32 scale and considers a space occupied even if it is only partially so? Wondering if this would be a lot of work to change / if you would consider it or if you have a solution.

Screenshot 1: Fine Pathing


Screenshot 2: Enemies Sleeping

4
Custom Maps / [CAMPAIGN][RELEASE]Hexen: Beyond Hammerwatch
« on: July 02, 2014, 11:49:02 PM »
Edited to reflect final version [06/01/2016] [/necro]

Hexen: Beyond Hammerwatch
A series of Hammerwatch maps based on the game Hexen. Major update adding new additional hubs, Shadow Wood and the Heresiarch's Seminary. Now includes 7-10 hours of play time, 4 bosses, 3 hidden maps and much more.

Download on Steam Workshop.
Or Here: http://tinyurl.com/jpwt92f   [Updated 06/02/2016]

What To Expect
  • Medium - Hard difficult depending on ability.
  • Many custom assets including music, enemies, tilesets.
  • 15-20 hours play through depending on abilitiy.
  • A range of medium challenging puzzles.
  • Many difficult traps to avoid.
  • Hexen themed stages with elements similar to the original game.
  • Unique bosses that go beyond shoot and spawn style.
What NOT To Expect
  • A stage by stage recreation of Hexen, it doesn't work that way when ported over.
  • A perfect game, there will be bugs.
Screenshots





Enjoy.


5
Technical Support / Custom Map Crashing Others
« on: June 08, 2014, 06:06:28 PM »
For some reason the map series I have created crashes during multiplayer for everyone else except for the computer is was created on. I'm 99% sure levels/info.xml's are created properly. I've verified that if someone who crashed on the original map takes them prepacking and packs them on their computer then they can play crash free, also all of the levels play fine in test editor. The error log gives the following message:

Code: [Select]
UNHANDLED EXCEPTION - 6/7/2014 8:09:44 PM - HMW 1.22 ---
System.ArgumentOutOfRangeException: Radius must be more than 0 meters
Parameter name: radius

I've tried looking through all of the custom content and the maps in xml format for a mention of 'radius' but haven't come across anything.

6
Editor Discussion / Enemy Armour
« on: June 06, 2014, 12:54:00 AM »
I'm very close to releasing a series of maps for HammerWatch but I have one thing I haven't been able to accomplish. If anyone can confirm that this either can't be done or advise a way to accomplish it I would appreciate it:

I'm looking for a way to temporarily give an enemy increased armour or make it invulnerable.

Before you suggest ideas note the following:
- I'm aware that you can create armour abilities for composite monsters but see no way to make it temporary.
- Using the toggle immortality script is not something I can do.
- I would prefer some sort of script to be added to a buff.

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