Does anyone have information on se 17253 A_JOKERSWILD. I found it in the dlc map2 inside the building with the red access card box by the gate that opens.
It seems to be linked to the touchplate plus but i cant find any documentation on it. Im guessing it has to do with the sprites and the locators for the gate, the gate is opened by the switch on the wall.
thanks for any info.
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A_JOKERSWILD se 17253
#1 Posted 19 March 2024 - 07:08 AM
#2 Posted 20 March 2024 - 07:53 AM
Hi,
A_JOKERSWILD is essentially a SECTOREFFECTOR2, in this case we needed a way to use a single ART tile to do bunch of one-off hack effects such as "When triggered, lower Z to sprite Z instantly" or "Turn texture to NULL (skybox) on trigger".
Generally LOTAG = INDEX
HITAG/EXTRA and so on vary depending on effect.
To have a better understanding, load these scripts (updated for aftershock) and you'll get a tooltip guide on the top left for anything that has been added to the game.
https://furymap.lerp...ck_editor_1.zip
It should be enough to unpack this to your game dir and running mapster exe.
For reference (generally assumes trigger on HITAG)
A_JOKERSWILD is essentially a SECTOREFFECTOR2, in this case we needed a way to use a single ART tile to do bunch of one-off hack effects such as "When triggered, lower Z to sprite Z instantly" or "Turn texture to NULL (skybox) on trigger".
Generally LOTAG = INDEX
HITAG/EXTRA and so on vary depending on effect.
To have a better understanding, load these scripts (updated for aftershock) and you'll get a tooltip guide on the top left for anything that has been added to the game.
https://furymap.lerp...ck_editor_1.zip
It should be enough to unpack this to your game dir and running mapster exe.
For reference (generally assumes trigger on HITAG)
0 - Swap textures to skyportal 1 - Remove TROR block on floor/ceiling 2 - Heated room controller 3 - Remove all weapons/ammo except loverboy (post ship crash) 4 - Starts hardcoded ending sequence stuff 5 - Force SE7 sprites to floor/ceiling 6 - Boat lift controller (various) 7 - Enable ash overlay in active map 8 - Volcano quake controller 10 - Fires an output channel instantly on map load 11 - Active in "Kiosk mode" only, map start fires HITAG and changes EOL to "shareware" teaser screens, used on gamescom demo 12 - Sector destruction helper, used a lot with cars. Save walls and so on. 13 - Much like SE13 explosion but ensures proper sealing on sloped sectors 14 - Sinking bomb activator, pulls explosives and fires HITAG (cement mixer) 15 - Look trigger (used on bike poster) 16 - Anti-theft controller, used in race maps for bot spawns 17 - Hides door tutorial messages for this sector (i.e. secret doors)
#4 Posted 21 March 2024 - 03:34 AM
gave it a look, seems fx.m32 kills the popup on 2d screen that used to show up when on a tag and the yellow link that showed between activator low tag.
Not sure if it has to be enabled or just changed. not a game changer, just curious.
Not sure if it has to be enabled or just changed. not a game changer, just curious.
#5 Posted 21 March 2024 - 01:24 PM
Most of the fury specific effects are not rigged to legacy activators/etc..
Do you have a screenshot example to show?
If you're missing some of the tooltips and whatnot then it's possible that your script didn't load properly.
Do you have a screenshot example to show?
If you're missing some of the tooltips and whatnot then it's possible that your script didn't load properly.
#6 Posted 21 March 2024 - 01:56 PM
theses shots show the link when Lshift is pressed and the other is the popup when you mouse over a effector.
This post has been edited by Drkstr: 21 March 2024 - 02:01 PM
#8 Posted 22 March 2024 - 04:50 AM
Ah, very possible!
That would prevent processing much of fx.m32's last bits..
I've updated the link with the file, can you check?
sw.m32 is mostly just full of assistance scripts that were used for arrange preparation (mirroring & changing things) but I ended up using it for finding a bunch of stuff as well.
Might just as well pack it as a bonus even though I could decouple it in a few minutes..
That would prevent processing much of fx.m32's last bits..
I've updated the link with the file, can you check?
sw.m32 is mostly just full of assistance scripts that were used for arrange preparation (mirroring & changing things) but I ended up using it for finding a bunch of stuff as well.
Might just as well pack it as a bonus even though I could decouple it in a few minutes..
#9 Posted 22 March 2024 - 05:23 AM
That worked those popups are showing up again and the links.
Thank you for the assist
Thank you for the assist
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