Author |
Message |
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: Body Movin'
einari wrote: - I couldn't think of a way to change the team of a door during the mission, allowing the player to pass through a gauntlet at the end if he turned it "off" at the computer room. Now the gauntlet is just on your team automaticly.. Actually, I think that iterating though MovableMan.Actors and turning everything that is not a Dummy to team 0 would enable the doors.
|
Wed Jan 07, 2009 11:04 pm |
|
|
Kigali
Joined: Mon Feb 18, 2008 12:51 am Posts: 105 Location: A ninja never reveals their location...
|
Re: Body Movin'
So when I try to load this map it gives me an error at "Body Movin.rte\Scenes\Body Movin.ini Line 2853" something about a "satellite"?
How do i fix this?
Last edited by Kigali on Sat Jan 31, 2009 10:26 pm, edited 1 time in total.
|
Sun Jan 11, 2009 5:43 pm |
|
|
Voracious32
Joined: Sun Apr 13, 2008 5:24 pm Posts: 49
|
Re: Body Movin'
I feel stupid asking this, but how do I download it? The link goes to a website that doesn't automatically download and there's no link on the site or anything.
|
Sun Jan 11, 2009 8:13 pm |
|
|
Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
|
Re: Body Movin'
All the way at the bottom there's a link next to "Save file to your PC:" It's still within the border, but at the bottom.
|
Sun Jan 11, 2009 8:42 pm |
|
|
einari
Joined: Sat Nov 29, 2008 11:11 pm Posts: 11
|
Re: Body Movin' v1.01 [B23]
updated to v1.01
|
Thu Dec 02, 2010 1:24 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: Body Movin' v1.01 [B23]
Excellent mission. Welcome back to the forums.
|
Thu Dec 02, 2010 2:18 am |
|
|
unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
|
Re: Body Movin' v1.01 [B23]
Nice mission, some pics, Attachment:
ScreenDump030.bmp [ 1.05 MiB | Viewed 9579 times ]
Between a rock and a herd place. Attachment:
ScreenDump032.bmp [ 825.45 KiB | Viewed 9579 times ]
Sooooo close...
|
Thu Dec 02, 2010 3:12 am |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: Body Movin' v1.01 [B23]
Yay christmas presents!
I really like the new features, especially the security override thing. Very enjoyable mission.
|
Thu Dec 02, 2010 11:29 pm |
|
|
Skillkill107
Joined: Wed Dec 15, 2010 7:12 am Posts: 10
|
Re: Body Movin' v1.01 [B23]
Build 24 fix for anyone who cares.
|
Fri Mar 11, 2011 12:17 pm |
|
|
einari
Joined: Sat Nov 29, 2008 11:11 pm Posts: 11
|
Re: Body Movin' v1.02
updated to v1.02
|
Thu Aug 04, 2011 10:14 pm |
|
|
Revvy
Joined: Sat Aug 06, 2011 9:38 pm Posts: 1
|
Re: Body Movin'
piefaced wrote: I downloaded the map but it doesn't work I get the error in body movin.rte/scenes at line 21 CopyOf = Misc Background 10 Left Position = Vector X = 1476 Y = 972 And then when I deleted those lines to see if the map would still work it sayed there was a error in body movin.rte/scenes at line 207 PlaceSceneObject = TerrainObject CopyOf = Concrete Background 2 Position = Vector X = 120 Y = 1272 And then I deleted all the concrete things to see if it worked and then it said I need upper left tower or something. So is there a pack or something i need for this to work or is there something im missing? I'm getting something similar. Mine reads as follows: ------------------------------------------------------------------- Abortion in file .\System\Reader.cpp, line 534, because: Referring to an instance ('Base.rte/Concrete Background 2') to copy from that hasn't been defined! in Body Movin.rte/Scenes/Body Movin.ini at line 172! The last frame has been dumped to 'abortscreen.bmp' ------------------------------------------------------------------- Both of our errors are relative to this "Concrete Background 2". I'll poke around and see if I can fix it, if I do I'll let you know. Otherwise can anyone help? For the record, I have added the line about including Map-Objects in my scene.ini file.
|
Sat Aug 06, 2011 9:42 pm |
|
|
Footkerchief
Joined: Sun Oct 19, 2008 5:43 pm Posts: 92
|
Re: Body Movin' v1.02
Great mission. I really like how non-linear it is.
|
Sun Aug 21, 2011 4:30 am |
|
|
einari
Joined: Sat Nov 29, 2008 11:11 pm Posts: 11
|
Re: Body Movin' v1.03
I polished the lua file a bit and edited one spot to prevent dummies getting stuck, but the pathfinding AI is still a bit wonky for this kind of map at least.
|
Tue Aug 23, 2011 6:01 am |
|
|
Footkerchief
Joined: Sun Oct 19, 2008 5:43 pm Posts: 92
|
Re: Body Movin' v1.03
One thing I found frustrating about this mission is that if the rocket gets destroyed, there are no second chances to evacuate, but the mission doesn't end either. It just leaves you shooting dummies forever.
|
Wed Aug 24, 2011 2:29 am |
|
|
einari
Joined: Sat Nov 29, 2008 11:11 pm Posts: 11
|
Re: Body Movin' v1.03
There should be more rockets arriving in the 1.03 version if the brain is in the hangar, the hangar is clear of enemies and there is no rocket already there. (it was supposed to be like this before but the script was broken) There should be objective point marked above the enemies you need to kill to spawn the rocket. I found a minor bug regarding those objective points after uploading the 1.03 version, here's the most up to date lua file. I also updated the main package (again) with this file included. Edit: On rare occasions I got 2 rockets to spawn at the same time, might be due to the room area size which you can get out from if you hug the left wall hard enough. Might also add a limit on how many rockets you get and maybe tie it to the difficulty slider. But I'll have to get to it later. Also I accidentally uploaded the version of the package I used to test the evac function with, so the brain starting position was off. Apologies to the one person who grabbed it, but it should be the correct one now..
|
Wed Aug 24, 2011 8:57 pm |
|
|
|