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by Blzut3 » Sat Jan 13, 2018 1:59
Code: Select all
thing { x = 1.5; y = 1.5; z = 0; type = 1; skill1 = true; skill2 = true; skill3 = true; skill4 = true; }
MAP01 TEXTMAP ENDMAP
by DIN » Thu Jan 11, 2018 10:44
by Blzut3 » Thu Jan 11, 2018 1:58
by DIN » Wed Jan 10, 2018 9:01
by david_a00 » Wed Aug 09, 2017 3:49
by Blzut3 » Wed Aug 09, 2017 3:40
by david_a00 » Wed Aug 09, 2017 3:35
by Blzut3 » Wed Aug 09, 2017 3:21
by david_a00 » Wed Aug 09, 2017 3:14
by Blzut3 » Fri Mar 24, 2017 1:22
by david_a00 » Thu Mar 23, 2017 22:38
Blzut3 wrote: ↑Thu Mar 23, 2017 3:45 david_a00 wrote: ↑Thu Mar 23, 2017 2:20 Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird. In vanilla the behavior is if you're standing in the "floor code" (zone) then the exit switch takes you to the secret exit. So if you had an exit switch accessible from both sides one would be secret the other would be normal.
david_a00 wrote: ↑Thu Mar 23, 2017 2:20 Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird.
david_a00 wrote: ↑Thu Mar 23, 2017 2:20 Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps? It's the same binary format, but off hand I don't know how much of it can be translated. Over time I'll be capturing the feature sets of all the commercial games. It's unlikely that UWMF is missing a way to express something, but ECWolf might not have all the features needed (trigger types specifically).
david_a00 wrote: ↑Thu Mar 23, 2017 2:20 Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps?
by Blzut3 » Thu Mar 23, 2017 3:45
david_a00 wrote: ↑Thu Mar 23, 2017 2:20 What exactly does HOLOWALL mean for UWMF? Make a copy of the tile definition for the map spot, turn off all the blocking flags, and use it at that location?
david_a00 wrote: ↑Thu Mar 23, 2017 2:20 What exactly happens when fillzone is disabled for a modzone? Fill in -1 for that tile?
david_a00 wrote: ↑Thu Mar 23, 2017 2:20 Tags would never show up in a translated map, right?
by david_a00 » Thu Mar 23, 2017 2:20
by Cleveland Rock » Tue Feb 21, 2017 18:34
by Blzut3 » Tue Feb 21, 2017 3:58
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