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Thanks all for your hard work. I'm impressed. Here is some answers related to LotBlind post :
Unfortunately, I don't understand the last part of the sentence :S
Well it did not happen to me, he follows me everywhere I go. Could you maybe make a video of this ?
That remark forced me to take a look at the game internals again and i discovered something :
If you remember, on 29/01 you told me there was some green boxes which has same place as colliders and that flickers. I thought it was a bug and choose to hide them in the viewer.
Actually its not a bug. It has really a use in the game. These green boxes are actors which does not have a 3d model attached to them (and are thus invisible in the game). Their only purpose (since they are invisible) is to attach them a script to apply some logic for the room. It is useful for applying logic to colliders or a triggers because they cannot be associated to a script, only actors can.
Some examples :
=> In the attic, on the piano collider, there is a green actor (it fully covers it). It checks if player has collided with the piano and then apply some logic (eg : give you jeremie script or say "nothing found here").
=> In the library, the wall collider with ID = 0 has also an actor on it. It is used to play random horror sounds (the one you hear sometimes in the mansion). Since that sounds must be played in lot of rooms that explain why that actor is active even when you are outside the library (as you reported).
=> In E2R3 there is a green box on the hearth. It manages logic for the whole room : collision with several colliders and it also allows to take the notes and it triggers the zombie chicken.
What is the role of the actor near the window in E2R3 ? To be honest I don't know. It has no script attached and no 3d model. Maybe it is placeholder to know where to summon the zombie chicken.
Here is the full piano script. I know you two guys are (probably) not programmers, but this is actually quite high level and not that hard to understand. I have put comments on the right side :
There is about 500 script like that in the game, each having a different purpose.
I modified the viewer in order to always display actors, even if they have no 3d model attached to them. Now you should understand why you get stuck by that invisible collider near E2R3. I also added more info when an actor is highlighted. Note : 3D models are called BODY in the AITD. Same for scripts which are called LIFE (because of the LIFE Engine). I also added two new keys : J and K. It allows to display/hide walls or actors. It is useful for viewing boxes when some are nested together.
Quote:
... the library door ... it's clearly the only one that juts out when closed.
Unfortunately, I don't understand the last part of the sentence :S
Quote:
I can't get the bird to follow me outside the room. Must have been programmed to stay inside it.
Well it did not happen to me, he follows me everywhere I go. Could you maybe make a video of this ?
Quote:
on its N side, you'll get stuck on something that's right outside the window
That remark forced me to take a look at the game internals again and i discovered something :
If you remember, on 29/01 you told me there was some green boxes which has same place as colliders and that flickers. I thought it was a bug and choose to hide them in the viewer.
Actually its not a bug. It has really a use in the game. These green boxes are actors which does not have a 3d model attached to them (and are thus invisible in the game). Their only purpose (since they are invisible) is to attach them a script to apply some logic for the room. It is useful for applying logic to colliders or a triggers because they cannot be associated to a script, only actors can.
Some examples :
=> In the attic, on the piano collider, there is a green actor (it fully covers it). It checks if player has collided with the piano and then apply some logic (eg : give you jeremie script or say "nothing found here").
=> In the library, the wall collider with ID = 0 has also an actor on it. It is used to play random horror sounds (the one you hear sometimes in the mansion). Since that sounds must be played in lot of rooms that explain why that actor is active even when you are outside the library (as you reported).
=> In E2R3 there is a green box on the hearth. It manages logic for the whole room : collision with several colliders and it also allows to take the notes and it triggers the zombie chicken.
What is the role of the actor near the window in E2R3 ? To be honest I don't know. It has no script attached and no 3d model. Maybe it is placeholder to know where to summon the zombie chicken.
Here is the full piano script. I know you two guys are (probably) not programmers, but this is actually quite high level and not that hard to understand. I have put comments on the right side :
Code:
0: IF COLLIDER == 1 //is player touching piano? 12: IF ANIM == 2 //is player searching ? 24: IF END_ANIM == 1 36: IF POSREL(PLAYER) == 4 //is player at right side of piano? 48: SAMPLE 3 //play lock sound 54: IF OBJECT(15) == 0 //check that player does not have Jeremie letter 66: FOUND 15 //give Jeremie letter 70: GOTO 78 END 74: MESSAGE 100 //display "Nothing important!" 78: GOTO 86 END 82: MESSAGE 102 //display "Nothing here!" END END END 86: ENDLIFE
There is about 500 script like that in the game, each having a different purpose.
I modified the viewer in order to always display actors, even if they have no 3d model attached to them. Now you should understand why you get stuck by that invisible collider near E2R3. I also added more info when an actor is highlighted. Note : 3D models are called BODY in the AITD. Same for scripts which are called LIFE (because of the LIFE Engine). I also added two new keys : J and K. It allows to display/hide walls or actors. It is useful for viewing boxes when some are nested together.