Page 15 of 17

Posted: Wed Jun 11, 2008 9:57 am
by Eaton
NotZachary82 wrote:
Eaton wrote:You have to open his plugin in Notepad and remove the Labels.

Open a plugin.
you will see something like this at the end: label="Some Name">

Change that to look like this: label="">

Do that for ALL of the labels in the plugin and it should work.
I wonder who told you that. <_>
One of them is wrong.
Some person I can't remember... :P Lol, just kidding. Thanks for that tutorial. That really helped me out. :D

Posted: Wed Jun 11, 2008 10:20 am
by xzodia
NotZachary82 wrote:Also, xzodia, maybe you've noticed, but the [cont] tag is really messed up: you can't view any [pphy] dependencies, and the "Point States" reflexive is grayed out, while in older plugins it is not ...

One of them is wrong.
I Fixz.

Posted: Wed Jun 11, 2008 1:40 pm
by NotZachary82
I Thankz. :P

Posted: Thu Jun 12, 2008 5:56 am
by G.I.R.
Is there an updated pack of these with all the most recent versions? Or just the one on the first page?

Posted: Thu Jun 12, 2008 8:02 am
by xzodia
the above plugin is the only change since the 1st post was updated

Posted: Thu Jun 12, 2008 10:04 am
by G.I.R.
Thanks. ;)

Posted: Fri Jun 13, 2008 3:13 pm
by Zone 117
For anyone who cares...
I believe in the Trigger Volumes (deathzones) reflexive in scnr, the XYZ extends floats are mixed up.
It could be H2C or Entity corrupting the deathzones, but I doubt they would even work if that was so.

Posted: Fri Jun 13, 2008 10:13 pm
by neodos
There you go:

http://www.trashalo.hostgratos.net/plugins/scnr.ent

Image


I am 100% sure that now Extens are all wrong, it's not XYZ it must work differently i let you guys test, entity sbsp viewer has the right offset for trigger volume placement but the wrong Extens as it only uses xyz while there's a 4th value, i'll fix the bsp viwer for trigger volumes if you can test and see how it works.

Posted: Sat Jun 14, 2008 12:05 am
by CaptainPoopface
Yeah, I noticed the death zone coordinates were wrong the other day.

The way it should work, X and Y specify one corner of the death zone rectangle. The X and Y extents describe the distance to the opposite corner in the X-Y plane. I think the Z coord defines the starting height of the death zone, and Z extents is how high it goes from there. But you probably know that already. I figured it out ages ago by looking at GlitchyGuardian's old CoordFinder app and the death zone coords for Headlong.

For example, if the X position coord is -10 and the X extents is 25, then the death zone goes from -10 to 15 on the X axis (15 = -10 + 25).

I wonder if the unknowns describe a normal vector and/or rotation angle for the whole prism. It doesn't seem like you'd need that kind of precision though.

I have not had any trouble setting up very precise death zones, including small vertical death zones.

I just use an old scnr plugin for adjusting the death zone coordinates. Not a big deal, and it loads faster too. :P

Zone117, are you still modding?

Posted: Sat Jun 14, 2008 12:02 pm
by Zone 117
Thanks Neodos. I can test.
CaptainPoopface wrote:Zone117, are you still modding?
I just starting messing with a map for the first time in almost a year. I doubt I will release this though, it's only for fun.
But I did come up with some new ideas to finish my boat mod, if we figure out deathzones I might finish it.

Posted: Sun Jun 22, 2008 5:20 pm
by Eaton
Zone 117 wrote:Thanks Neodos. I can test.
CaptainPoopface wrote:Zone117, are you still modding?
But I did come up with some new ideas to finish my boat mod, if we figure out deathzones I might finish it.
I'd like to see that mod finished! :wink:

re

Posted: Sun Jul 06, 2008 5:41 pm
by DirtJumper
I don't understand reflexive 360, and sub reflexive 40, you have it mapped as command list/command, grim has it mapped as AI encounters/firing positions, and I have sub reflexive 40 mapped as static path finding. Which one is it?
For anyone who cares lol, float 0, 4, 8 of of reflex360, subreflex40 are XYZ coordinates for vertexes that map out a floor plan that lines up perfectly with the BSP. Leads me to believe this is static path finding.

Posted: Tue Jul 08, 2008 12:52 am
by xzodia
Anything relating ot AI is educated guess work...

Posted: Sat Nov 15, 2008 12:44 am
by hoho5000
Great set of plugins. However, there are some errors in the machine section of the scnr plugin. The power group should be offset 52. Instead, it's at 54, and everything below it is off by 2. You have "Editor Folder" at offset 52, but I have no idea what it is, and I don't think it goes there...

Posted: Sat Nov 15, 2008 6:46 am
by Eaton
hoho5000 wrote:Great set of plugins. However, there are some errors in the machine section of the scnr plugin. The power group should be offset 52. Instead, it's at 54, and everything below it is off by 2. You have "Editor Folder" at offset 52, but I have no idea what it is, and I don't think it goes there...
A lot of the plugins are buggy, but xzodia is aware. No one really wants to go through every single plugin and fix everything lol.

Posted: Sat Nov 15, 2008 6:48 am
by DarkShallFall
Eaton wrote:
hoho5000 wrote:Great set of plugins. However, there are some errors in the machine section of the scnr plugin. The power group should be offset 52. Instead, it's at 54, and everything below it is off by 2. You have "Editor Folder" at offset 52, but I have no idea what it is, and I don't think it goes there...
A lot of the plugins are buggy, but xzodia is aware. No one really wants to go through every single plugin and fix everything lol.
Theres alot jacked up for HUD >_< had to fix em.

Posted: Sat Nov 15, 2008 11:02 am
by hoho5000
A lot of the plugins are buggy, but xzodia is aware. No one really wants to go through every single plugin and fix everything lol.
Oh I understand, I was just pointing it out. If anyone wants, I can release the fixed one once I correct it if you'd like.

Posted: Sun Nov 16, 2008 3:52 pm
by DemonicSandwich
DarkShallFall wrote:Theres alot jacked up for HUD >_< had to fix em.
Like the [Do] and [Don't] bitmasks. :lol:

Posted: Mon Nov 17, 2008 2:03 am
by DarkShallFall
DemonicSandwich wrote:
DarkShallFall wrote:Theres alot jacked up for HUD >_< had to fix em.
Like the [Do] and [Don't] bitmasks. :lol:
Hahaha yea the draw and don't draw ones, there all labeled so poorly and incorrect.

Posted: Mon Nov 17, 2008 12:22 pm
by DemonicSandwich
DarkShallFall wrote:
DemonicSandwich wrote:
DarkShallFall wrote:Theres alot jacked up for HUD >_< had to fix em.
Like the [Do] and [Don't] bitmasks. :lol:
Hahaha yea the draw and don't draw ones, there all labeled so poorly and incorrect.
Well no, the labels are correct. It's the value sizes and offsets that are wrong. Some of those flags are incorrectly labeled as bitmask8's when all of them should be bitmask16's.