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Posted (edited)

Thanks! I wonder if this could create a thin wall vision blocking (not a cube).

By the way I noticed that by removing a the specifier "private" of a stub variable allows modifying it, I guess it's just a compiler guard.

The array that holds the combat music tracks is private but I managed to clear and add the overriding cue.

Edited by LiQuiD911
Posted (edited)
Yes, all these static and private modifiers can be removed to our advantage with no negative effect for existing maps/scripts. Edited by wghost81
Posted (edited)

Sorry, I was excitedly tracing a chain of code -- AddSightBlock just adds smoke.

 

I think what you'd have to do is this

* In BuildTVolumes, build a new volume type, 6, that has eVolumeEffect_BlocksSight (1)

* Change AddSightBlock to CreateVolumeByType 6, rather than 1

* Test to make sure eVolumeEffect_BlocksSight actually blocks sight.

 

It looks like a limitation is that you can only have 255 volumes, (including ones created during the mission by smoke and fire), although perhaps that can be increased.

 

EDIT: XGVolume.SetSightBlocking has some interesting calls that might have some clues to how sight blocking works.

Edited by johnnylump
Posted

By the way it's possible that the problem is my stub setup.. There is an actor option to block visibility but it doesn't do anything.

 

The cheat manager class is quite usefull for reverse-engeneering proper object instanciation.

Posted

Something i've been "dreamish" about ever since this development progress started to pick up.

Quick question if the following would then become possible in some ways...

 

In the intro Video of FILP, Zhang shoots down a Sectoid and throws a pistol near the corpse. When the mission map deploys, that dead Alien isn't lying at the exact location down the stairway where the squad was listening & just staring back at him!!

 

Thus, any chance this kind of tiny edits (a simple object insert - i think) could be done to that special map -- eventually?

Posted (edited)

Uh I guess we could spawn a sectoid and kill it before the mission starts... but it would also play it's dying cue. I haven't bothered creating the stubs for pawns and units because it's too much work.

 

Cutscenes are made with Unreal Matinee, I don't think we can add new ones without the source models, but that's just my guess.

Edited by LiQuiD911
Posted

Naaaa... i just meant adding that specific Sectoid Corpse on that exact tile - indirectly, as a pre-determined map (FILP) feature.

Posted
Pretty sure that sectoid doesn't exist. It's a model attached to an animation track in the cinematic, rather than being a game object. Basically the intro to FiLP is a skyranger cinematic without the skyranger. So the game doesn't have a "dead sectoid" available to spawn, hence the necessity of spawning a normal one and killing it to get a corpse on that square. (And no solution at all for Zhang's pistol)
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