Re: Question about Swamp Campaigns

2019-02-09 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Question about Swamp Campaigns

Yeah them not shooting is a big problem. they also don't move... I actually managed to complete the mission yesterday so I'll play again and see when this happens, because it used to be all the time.

URL: https://forum.audiogames.net/post/410705/#p410705




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Re: Question about Swamp Campaigns

2019-02-09 Thread AudioGames . net Forum — General Game Discussion : keithwipf1 via Audiogames-reflector


  


Re: Question about Swamp Campaigns

I think the problem is that raiders are too quiet.They don't shoot much or talk, so they can be hard to find even if there not inside a wall.

URL: https://forum.audiogames.net/post/410659/#p410659




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Re: Question about Swamp Campaigns

2019-02-08 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Question about Swamp Campaigns

Are they showing up in the count for the buildings, but not showing up in-game? Is this happening everywhere, or is it more common in certain buildings?You could add some kinda AOE command, and use that to get an idea of where they are. Like, type a certain command that changes shiftq to an attack around the player, using the hurt zombie command. I'm actually not sure if that makes sound for raiders, so maybe instead of an attack, it could just be a scan? Like, shiftq is a scan for the whole map, cheat is a building-by-building scan, and this could be a within-10-or-20-tiles-of-the-player scan. You could do it as a single box, or as multiples, to report which direction they were found.

URL: https://forum.audiogames.net/post/410507/#p410507




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Re: Question about Swamp Campaigns

2019-02-08 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Question about Swamp Campaigns

Sorry it's not that it counts the raiders wrong, but that they just, aren't their. Like you'll kill them all but their will be a few left regardless no matter how hard you search.I found that Aprone did some of the walls wrong, so I had to extend some of the search zones, but I don't think that's the problem now because I was very careful about it and used Cae's map editor to help me... Twuz a bitch with Kai mart and the pet store hardware store shared wall.I'd suggest playing the campaign through when you get some time. then using the /cheat command and searching the buildings. you won't find them talking or firing, that's why I think they are spawning in the walls.You can restart the campaign until you get a low enemy count and then use the bonus weapon to help complete the mission faster... Or you know just give your self a bunch of shit and god mode LOL.Also no their is no built in variable for Raiders sadly...Oh so your suggesting that I use random with new var to save my self all those set vars? I didn't know that was possible, but it would condense my script quite a bit! 

URL: https://forum.audiogames.net/post/410439/#p410439




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Re: Question about Swamp Campaigns

2019-02-08 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Question about Swamp Campaigns

Sorry it's not that it counts the raiders wrong, but that they just, aren't their. Like you'll kill them all but their will be a few left regardless no matter how hard you search.I'd suggest playing the campaign through when you get some time. then using the /cheat command and searching the buildings. you won't find them talking or firing, that's why I think they are spawning in the walls.You can restart the campaign until you get a low enemy count and then use the bonus weapon to help complete the mission faster... Or you know just give your self a bunch of shit and god mode LOL.Also no their is no built in variable for Raiders sadly...Oh so your suggesting that I use random with new var to save my self all those set vars? I didn't know that was possible, but it would condense my script quite a bit! 

URL: https://forum.audiogames.net/post/410439/#p410439




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Re: Question about Swamp Campaigns

2019-02-08 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Question about Swamp Campaigns

Sorry it's not that it counts the raiders wrong, but that they just, aren't their. Like you'll kill them all but their will be a few left regardless no matter how hard you search.I'd suggest playing the campaign through when you get some time. then using the /cheat command and searching the buildings. you won't find them talking or firing, that's why I think they are spawning in the walls.Also no their is no built in variable for Raiders sadly...Oh so your suggesting that I use random with new var to save my self all those set vars? I didn't know that was possible, but it would condense my script quite a bit! 

URL: https://forum.audiogames.net/post/410439/#p410439




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Re: Question about Swamp Campaigns

2019-02-08 Thread AudioGames . net Forum — General Game Discussion : keithwipf1 via Audiogames-reflector


  


Re: Question about Swamp Campaigns

Hmm, so maybe I'm missing something, but you have a variable for each building.In theory, instead of just spawning raiders randomly without use of the variables, you could instead first set each value to a random value, then add raiders to the respective buildings using the values.There may also be a built in variable that holds the total number of raiders.

URL: https://forum.audiogames.net/post/410355/#p410355




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Re: Question about Swamp Campaigns

2019-02-08 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Question about Swamp Campaigns

What is it giving instead of the right count?

URL: https://forum.audiogames.net/post/410317/#p410317




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Re: Question about Swamp Campaigns

2019-02-07 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Question about Swamp Campaigns

Well, since your here Cae, then if you wouldn't mind, would you take a look at this and see if you can figure out why the raiders can't be counted right?https://cp.sync.com/dl/92e97f770/un3rf6 … y-m4unmt85At this point I think it's just bad wall spawning code on Aprone's part, but maybe I'm missing something.A real shame because this would be pretty fun if I got it working I think, and what I did get working was pretty fun in and of it's self.

URL: https://forum.audiogames.net/post/410297/#p410297




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Re: Question about Swamp Campaigns

2019-02-07 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Question about Swamp Campaigns

Well, since your here Cae than, if you wouldn't mind, would you take a look at this and see if you can figure out why the raiders can't be counted right?https://cp.sync.com/dl/92e97f770/un3rf6 … y-m4unmt85At this point I think it's just bad wall spawning code on Aprone's part, but maybe I"m missing something.A real shame because this would be pretty fun if I got it working I think.

URL: https://forum.audiogames.net/post/410297/#p410297




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Re: Question about Swamp Campaigns

2019-02-07 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Question about Swamp Campaigns

That's the smart way. I did some lazy thing involving copy/pasting or something to simulate multiplication that tapped out at a certain level. T'would be better to do, like,new var next_level=500±-1+block kill event=anyadd player xp by 1if [player.xp]>next_level then level upif [player.xp]>next_level then add next_level by next_levelend eventOf course, it'd be better to use a var event, so xp can be adjusted by arbitrary amounts. Something like ±-1+block var event xpToAdd>0, add player xp=xpToAdd, set var xpToAdd=0, continue as before with the level checks.

URL: https://forum.audiogames.net/post/410216/#p410216




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Re: Question about Swamp Campaigns

2019-02-07 Thread AudioGames . net Forum — General Game Discussion : keithwipf1 via Audiogames-reflector


  


Re: Question about Swamp Campaigns

There is something like that above. I'll edit and comment it now so you know what it does.Edit: Look at post 2 of this topic.

URL: https://forum.audiogames.net/post/410178/#p410178




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Re: Question about Swamp Campaigns

2019-02-07 Thread AudioGames . net Forum — General Game Discussion : keithwipf1 via Audiogames-reflector


  


Re: Question about Swamp Campaigns

There is something like that above. I'll edit and comment it now so you know what it does.

URL: https://forum.audiogames.net/post/410178/#p410178




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Re: Question about Swamp Campaigns

2019-02-07 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Question about Swamp Campaigns

could you show an example? I tought of that too but couldn't think of exactly how to do it.

URL: https://forum.audiogames.net/post/410173/#p410173




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Re: Question about Swamp Campaigns

2019-02-07 Thread AudioGames . net Forum — General Game Discussion : keithwipf1 via Audiogames-reflector


  


Re: Question about Swamp Campaigns

Oh, yes, indeed.Instead of using multiple block events to level up, just create a value and increase it every time the player levels up. This variable is used to increase the amount of xp required to level up so it gets harder just like in the online game.

URL: https://forum.audiogames.net/post/410155/#p410155




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Re: Question about Swamp Campaigns

2019-02-06 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Question about Swamp Campaigns

You could also make your own XP.level=0new var level=0new var XP=0+-1+kill event=normaladd XP by 1+-1+kill event=Canineadd XP by 2ETC for all zombie types your map has.Then doblock var event XP>=100level upadd level by 1play sound Player\Level1.wavsay=Level Up!end eventblock var event XP>=200level upadd level by 1play sound Player\Level2.wavsay=Level Up!end eventETC for each level, you can use copy and paste and just change a couple numbers or remove the sound and message for ease of use.There is probably an easier way of doing this, but I'm tired. I'm sure Cae will swing by and show us all up LOL.

URL: https://forum.audiogames.net/post/409994/#p409994




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Re: Question about Swamp Campaigns

2019-02-06 Thread AudioGames . net Forum — General Game Discussion : keithwipf1 via Audiogames-reflector


  


Re: Question about Swamp Campaigns

Leveling up when the experience is reached is only on the online version of the game.If you want to set up leveling manually, you'd have to do something like thisnew var requiredkills=10new var currentkills=0+-1+kill event=anyadd currentkills by 1+-1+block var event currentkills>requiredkillslevel upadd requiredkills by 1set var currentkills=0end event//This next event is optional.+-1+location shiftq event 0,0,1000,1000 // Activates anywhere on any mapsay=You currently have [currentkills] kills out of the [requiredkills] you need to level up.As for switching maps, I think using the map= command will do the trick.The spawn commands add stuff to the current map, so don't worry about that.If you wanna travel between maps, set up a location enter event that switches the map.You'll need to set up zombies though, probably.HTH

URL: https://forum.audiogames.net/post/409908/#p409908




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Question about Swamp Campaigns

2019-02-05 Thread AudioGames . net Forum — General Game Discussion : phoenix1991 via Audiogames-reflector


  


Question about Swamp Campaigns

Hi, Phoenix here. I have a question about making swamp campaigns. Actually, I have two. The first one is, how do I make it so players level up. I put the level up code and I automatically level up to level 2. But when I try to level up to level 2 from level 1 without having the level up code, I cannot, even if I have reached the experience threshhold. Am I doing something wrong? Here is my campaign script.map=multi1d=180level=1level upItem respawngive item 1 Field kitgive item 1 Axegive item 1 Riot Shieldgive item 1 Machetegive item 1 Sledgehammergive item 1 Glock 19give item 1 Glock 17give item 1 Browning Citorigive item 1 Benelligive item 1 AA12give item 1 Winchestergive item 1 Marlingive item 1 Remingtongive item 1 MP5give item 1 Uzigive item 1 UMP45give item 1 Vectorgive item 1 M-1928give item 1 AR15give item 1 M16give item 1 Steyr AUGgive item 1 M4A1give item 1 SCAR-Hgive item 1 ACRgive item 1 AK47give item 1 Shortbowgive item 1 Longbowgive item 1 Chainsawgive item 1 Flamethrowergive item 1 M40give item 1 M60give item 1 M240give item 1 Vulcan Minigungive item 1 Small Suppressorgive item 1 Large Suppressorgive item 1 Maverick Suppressorgive item 1 Magpul Suppressorgive item 1 Small Silencergive item 1 Yukon Scopegive item 1 Nikon Scopegive item 1 Combat Scopegive item 1 Long bayonetgive item 1 Short Bayonetgive item 1 Leather Braceradd items 200 200 4,4,420,269 *add item 10 4,4,420,269 Arrowsadd item 10 4,4,420,268 Grenadeadd random Normal=10add random Dire=10add random Amorphous=10add random Canine=10add random Giant=10Add random Matriarch=10add random Tyrant=10add random Stalker=10add random Lamprey=10add random Reaper=10Also, how do I allow players to travel from map to map, like in the multi player game, and how do I add zombies and items on subsequent maps? Thank you!

URL: https://forum.audiogames.net/post/409740/#p409740




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