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 This topic has been pinned, so it's probably important
Ideas for mods / maps
Write your ideas can be realized!
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Showing 1-10 of 10 comments
cr1m3 15 Dec, 2015 @ 3:07am 
Moved here.


Someone will make a tenchu stealth assassin map?

This is my next project once
LIH finished and fixed.

There will be a grappling hook,
Katana, japanese towers and houses and a boss to kill.

(3d takes time but i can make some stuff or other things)

I can ´t work fast cause i ´m lacking free time but i am determined...
cr1m3 6 Jan, 2016 @ 11:20am 
I ´m actually using my first map ´s stadium to implement star wars theme.
Instead of a complete theme, i just add lightsabers and maybe other weapons.
The lightSaber is done but need
Electric damage + melee.
Once i set some basic quest and other stuff i ´ll start Tenchu map.

But i wanted coop npcs with lightsabers and this will take
Hours to figure how to do it.
Also addind the weapons you want in npc ´s hands seems impossible since they have random weapons.

So if some one have any idea on how to make coop bots , also set their weapon type...
_PiZLe_ 26 Jan, 2016 @ 3:06pm 
Coop bots shouldn't be too bad, dude... let me look into this for a min. and I'll post-up if anything works for me.
_PiZLe_ 26 Jan, 2016 @ 4:15pm 
Try this:
Throw down an NPC and make sure it's class is set to "HumanAI". Skin it to prefs (m_AISkinName is what sets the appearence) and name it something you will remember (here we use CoopBOT1, 2 ,etc). Now toss down a LifePlace and set the character's stationary animations and link it in NPC's asset settings (m_InitLP <lifeplaceblahblah>).
Now to make the AI help you out...
Jump into quest-script and toss this in where applicable (probly at map spawn, but it's up to you):

",set-ai-conflict-side-multi _ pro_player
(tab in once....Steam loses indentation)
,ai HumanAI CoopBOT1
,ai HumanAI CoopBOT2
,ai HumanAI CoopBOT3"

Not sure how far they'll follow you around... but it should work. Test and let me know, dude!
Last edited by _PiZLe_; 26 Jan, 2016 @ 4:18pm
cr1m3 26 Jan, 2016 @ 11:06pm 
Thanks i ´ll test as soon as possible
cr1m3 27 Jan, 2016 @ 2:40pm 
i've tried with npcs but they are invisible to zombies.
<<<?xml version="1.0"?>>> QuestsDefinitions -level=dying_lightsaber quest Coop -final=true ,appear _ HumanAI coopBot show ,set-ai-conflict-side-multi _ pro_player ,ai HumanAI coopBot ,goto _ QuestHub TerrainRespawn -distance=5
and i set the NPCLifePlace's m_placeType to QuestElectricMachete Alexei02

Also he does not follow the player.

The only results i had were with AISpawnBoxNumber with Ai preset as Enemy_Fighter_Rifle
then set the conflict side into pro player in the attributes.
but they only fight zombies and does not follow you also their weapons are ridiculus.
Last edited by cr1m3; 27 Jan, 2016 @ 2:42pm
_PiZLe_ 31 Jan, 2016 @ 2:01pm 
Hmmmm... that is a conundrum.

Techland handled this problem in Dying Light by chaining NPCLifePlaces' and forcing Player1 to stay within a set distance of the NPC until they had run their set course. Maybe that's the extent of NPC coop play?

Is there a way to attach items to Player1? You could, in theory, attach an NPC defend object and force AI's to follow if a zone was attached? Let me mess with some stuff and see if anything comes up.
cr1m3 1 Feb, 2016 @ 8:54am 
Thank you for the help, i can see you are helping people a lot.
I saw some cool stuff with npc
Waypoints in the tunnel map but never figured how he done that.
Need to dig in this awesome map.
cr1m3 12 Mar, 2016 @ 8:02am 
I ´m thinking about making a different kind of quest.
Not as in dying light.

More as in the teleporter map where you have one quest
But you can ´t achieve the quest until you find some keys or card or battery cell.

The quests that i made for my map were containing one or two tasks and i had a lot of quests.
The teleporter is builded exactly in the opposite way, there ´s one quest with many tasks
And it let players freedom to explore .

So my map ´s gameplay is based on many linear quests
And once you finish some quests there ´s cutscenes
To explain a story.

But the player have no freedom
Cause he must follow all objectives to progress.

So i was wondering how to
Add more freedom in the quest.

So i want to make a global
Quest with hided locations.

The player start and the quest
Will ask him to find locations.

Now each location he will find will start a cutscene and reveal
The storyline.
There will be two optional locations for each cutscene.
I mean two different paths could
Reveal the same cutscene .
It will be implemented with ,Or
Function in the quest code.

And once all souvenir cutscenes have been watched,

The second quest will be activated.

Let me know if you have some idea on how to make freedom
Quests.


cr1m3 27 Mar, 2016 @ 12:37pm 
I found another way of doing what i said above.

Instead of 20 quests i made only 3 quests.
In quest one i put like 10 phases
And i separated the objective names
With 3 blocks like this;
block _ -obj=&...&
, goto
,take...

Now i did some trick to hide the main
Quest at some exploration spots.
So, the player see the quest name but
No target icon until 2 minutes have passed.

So, he ´s wondering and maybe looting
And once the target appears he continue to explore a little bit then
Follow the path.

I mean i hope that players will explore
While there ´s no quest target
And if they wont be frustrated and leave the map.
But if they wait 2 minutes they will finally see the quest goal.

I builded the code like this:
Quest blablabla final=false Block _ -obj=&goto_bla& ,or _ path ,wait _120.0 ,goto _ questhub blabla -distance=5 -show=true path ,goto _ questhub blabla -distance=5 -show=false
So the first or statement will show the quest goal after 2 minutes
If you don ´t find it by yourself
And the second or statement
Will be skipped forever.

Now the second or statement is hiding
The quest goal but the player can
Achieve the goal if he go to the right place.
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