Serious Sam's Bogus Detour

Serious Sam's Bogus Detour

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SPYmaps 8 Jul, 2017 @ 8:09am
Editor questions
I have extracted the game level files and they do help to see how things are made but not all that well. I have for instance questions about which triggers need to be used for what, and how to get keycard to work. I know Hipshot / Crackshell placed a great first video tut, and they said they would make more but till now i haven't seen any of them.
Is it maybe possible to make another video tut about triggers, keycards and how to trigger other events. Because till now it is impossible for me to find these things out, (the tuts for Hammerwatch mapping don't really help either because the difference between the 2 editors are simply to big).
Really hope you will make more tuts!
Other then that, great game, great editor, love playing with it!


Leon
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Melissa  [developer] 2 8 Jul, 2017 @ 9:09am 
When a script gets triggered, it will also trigger every subsequently connected script. You can connect a script to another by Ctrl+Alt+LMB on another script while you have a script selected.

For example if you have an AreaTrigger script, connect it to a collision area (a sensor collider you place from the "Collision" tab), and then connect it to other scripts that do things when a player enters the collider. This looks something like this: https://4o4.nl/20170708iGTd4.png (in this example, I have connected it to a simple ScriptLink script, which does nothing but connect scripts to other scripts). Execution follows along the arrows.
Last edited by Melissa; 8 Jul, 2017 @ 9:40am
Melissa  [developer] 2 8 Jul, 2017 @ 9:45am 
The keys are actually "flags" in the world. You can set or unset them, and trigger things in the world if they are set or not. Picking up a key sets one of these flags (check the key item unit file) and then the level scripting will check if the flag is set before opening the door. There's a Door worldscript that kinda simplifies the door/key logic, but this logic can also be implemented by other scripts.

I'm on my phone at the moment so can't give much more details but I hope this helps for now!
Melissa  [developer] 2 9 Jul, 2017 @ 10:41am 
1. If you want to make colliders solid (invisible walls), you need to turn their "sensor" property to false. (If I understood this question correctly, anyway)

2. You'll need to use a DangerArea script to do damage to a sensor collider.
MrElix3r 9 Jul, 2017 @ 11:53am 
The dangerarea script is a bit tricky because if you want it to damage you like it does in the campaign you have to put "actors/buffs.sval:poison" in the Buff property for ooze. And I haven't checked it yet, but I'm assuming to make it hurt you with fire you'd put: "actors/buffs.sval:fire." BUT I haven't tested it yet.
You can find the buffs by looking at the campaign levels, but I'd like to put it on the wiki eventually.
Last edited by MrElix3r; 9 Jul, 2017 @ 11:55am
Melissa  [developer] 2 10 Jul, 2017 @ 12:49am 
Yes, that's correct! Forgot about that :)
MrElix3r 10 Jul, 2017 @ 1:28pm 
If I understand your second question correctly in order to spawn them you'd just use one of the spawnunit variations. (example spawnunitwitheffect) But you'll have to link that with something like an area trigger, or whatever else.

To extract the levels you'll want to use the example at the bottom of the tutorial page, but instead of using their example, type PACKAGER.exe /u scenarios/bogus_detour.bds /d scenarios/bogusdetour
Also note I come from the same modding background ;)
Last edited by MrElix3r; 10 Jul, 2017 @ 1:37pm
Melissa  [developer] 2 10 Jul, 2017 @ 4:38pm 
As some additional "useless" fun facts;

The menu level file is the level used for the main menu's backdrop. (Eg. when you go into the singleplayer menu, you can see through the menu to the level when selecting certain levels)

The "missing" level file is loaded when a scenario attempts to load a level that doesn't exist, just as a visual feedback that something is wrong.
Melissa  [developer] 2 11 Jul, 2017 @ 1:31am 
I think you're looking at the wrong folder, this will extract into the destination folder "scenarios/bogusdetour" instead of just "assets".
Melissa  [developer] 2 11 Jul, 2017 @ 2:13am 
Ah, nice!
StormCatcher.77 12 Jul, 2017 @ 6:08am 
Hello everybody!

I am developing a level for #SERIOUSMOD and I have one serious question. I would like to learn how to add new weapons to the game. For example, to make a "new" shotgun based on the old, but with different parameters. For example, to make a shotgun that shoots ... small rockets? Like in the Borderlands!! Is this possible to do? What is needed for this?

For me it is important, because It is necessary to pass the modification to the competition. I'm afraid that if it's just a level on fully standard resources, then it will not go to the competition...

Maybe somewhere I can see the manuals? I could not find any...
Melissa  [developer] 2 12 Jul, 2017 @ 7:55am 
Originally posted by StormCatcher.77:
Hello everybody!

I am developing a level for #SERIOUSMOD and I have one serious question. I would like to learn how to add new weapons to the game. For example, to make a "new" shotgun based on the old, but with different parameters. For example, to make a shotgun that shoots ... small rockets? Like in the Borderlands!! Is this possible to do? What is needed for this?

For me it is important, because It is necessary to pass the modification to the competition. I'm afraid that if it's just a level on fully standard resources, then it will not go to the competition...

Maybe somewhere I can see the manuals? I could not find any...
You can check the wiki: http://ssbd.a000ff.com/wiki/Main_Page

What you're looking for in particular here is extracting the main resources. After you extract the resources, you will find a "weapons" folder containing sval and unit files. These sval files describe the weapon behavior. Basically, you copy the shotgun file for example, modify what you want, and then give it to the player (either by item unit, or something else). Weapon pickups are in the "items" folder.
Melissa  [developer] 2 12 Jul, 2017 @ 7:57am 
Originally posted by SPY:
Here i am again, with a new question. I hope you have time to answer this also.

- How to make a teleport (for the player) ?
I have found the Teleport in WorldSCripting which i assume is used for this, but i can't found out were to connect it with as other side were the player can teleport to. I hope you are willing to help me out with this one?
The position where you place the Teleport script itself will be the target position for where the player will teleport to. You then connect a sensor collider (like the AreaTrigger script) which will be the area that the player has to touch in order to be teleported.
Melissa  [developer] 2 12 Jul, 2017 @ 8:55am 
I don't know myself right now, but I will ask someone to answer that question soon.

To expand a bit on the custom weapon thing; most weapons have actions. Shotgun for example has a HitscanSpread action, which does what you expect - it shoots several hitscans in a certain spread. If you wanted to shoot a spread of projectiles, you should use the ShootProjectile action.

We should probably document these actions properly (I'll see what I can do on the wiki soon for this), but these are the properties you want to set for ShootProjectile to shoot multiple projectiles in a spread (like a shotgun):
  • projectile - String, the filename of the projectile to use
  • projectiles - Int, the amount of projectiles to shoot
  • spread - Int, amount of degrees to spread the projectiles at
If you want to get adventurous, you can also check out the source code for actions if you have extracted the resources; ShootProjectile can be found at "scripts/Behaviors/Actions/ShootProjectile.as".
Last edited by Melissa; 12 Jul, 2017 @ 8:56am
Melissa  [developer] 2 12 Jul, 2017 @ 8:57am 
Originally posted by SPY:
edit;
StormCatcher said above;
" I'm afraid that if it's just a level on fully standard resources, then it will not go to the competition..."
I hope this is not the case and that normal levels with only game assets will also do as a competition entry, as far as i understoud the rules this is the case?
I have been told this should be fine as an entry.
StormCatcher.77 12 Jul, 2017 @ 6:11pm 
Many thanks, Scratch. I did not even know that the resources are unpackable. As time will appear I'll try this.
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