The forgotten outpost - RELEASED

Thothie

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You can trigger individual orcs with ms_npcscript's of course, but each needs its own targetname. I thought, what you would have though, is just one move here script set up in the middle of the camp on a loop.

I think your maze maybe just too complex for them though.
 

evilsquirrel

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its too complex for a single one yes, so i have a kind of chain...and most of the time they aren't affected by the other parts of the chain very much...so it works :D

theres no way the first wave can kill the guy, unless you're just completely stupid about it anyways...

other than that - no, i wouldn't be able to do that anyways...least not without a large ammount of new entities and a bunch multi_manager's ...but that would take way too long...

it'll work as is...they get to the outpost...just fixing some small spawn issues atm...
 

evilsquirrel

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anyways, the orcs *should* all spawn correctly now...the tower should also fall appart properly, all of the walls are destructable...though, i need to find that post about how to change monsters factions so the guards will stop attacking thier own walls...

other than that, i've decided to change my plans from putting an armory in - to making it a storage room (due to env_model hating me)


all i've got left to do is...

++ storage room
++ re-arrange monster spawns (so they dont spawn in eachother - they're grouped by wave right now)
++full compile
++full tests (win and give head, give head, let the tower die to make sure its properly lined up [probably do this before a full compile])

if that works properly, i'll probably release that compile as the final - (To Thothie: should i disable the transitions for now?)
 

Thothie

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So...You need to give head? >_>
Script snippet from "Vadrel, the outpost supervisor."
Code:
{ game_menu_getoptions

	if WARBOSS_DEAD
	if !RECIEVED_HEAD

	local reg.mitem.title	"Offer Graznux's Head"
	local reg.mitem.type	payment_silent		//_silent means don't say what's missing
	local reg.mitem.data	'item_warbosshead'
	local reg.mitem.callback gave_head //^_^
		
	menuitem.register			
}

{ gave_head	//^_^

	recvoffer accept
	setvard QUEST_WINNER PARAM1
	setvard REWARD_STEP 0
	if WARBOSS_DEAD
	if !RECIEVED_HEAD

	setvard REWARD_STEP 0
	callevent 0.1 reward_intro
}
 

evilsquirrel

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by the way thothie - i gotta make sure he fires the event gave_head when he gets [the] head, it'll be opening a door ;)
 

The Man In Black

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Bahaha...Only you (Or me or Squirrel) would be that comment afterward :)
 

evilsquirrel

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Status Report

World Geometry - Done
Optimization - Done
Orcs invade - Yes
Outpost can be killed by orcs - Yes
Frontal tower is destrucable - Yes
Treasure chest - Yes
Reward - Yes
Messages to tell you which wave you're on - Yes
Effects - Yes [what little there are]
Textures - Done
Friendly NPC's - Nearly done [need to make them not attack the lures]

Known bugs:

Orcs waves glitched? - I dont know what's with this, it should all work...i'll have another look over it when i get home and see if i can find the problem...then i'll fix the NPC's, full compile and release with patch.
 

Thothie

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Still not seen the RMF, but like I said, maybe able to buffer them out if it's just odd CPU lag stopping them from spawning (ie. underset the counter by 1 or 2)

...also, that gave_head event is on your outpost super now... In addition, he gives global info messages and screams a lot when he comes under attack.

Tell me if you need his HP adjusted up or down (same if you need buffer guards - although I suggest respawns). He currently has 600, and can take out quite a few orcs with him. The guards run from 160-300, but are better orginized than they were in the last patch.
 

evilsquirrel

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Bump for update

The Forgotten outpost is now avaliable in its final version! (unless there are some bugs what need fixin or i feel like adding something)

download is on the first post.
 

evilsquirrel

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'twas brought to my attention that this bsp is broken >____>

running a compile with the fix now...should be done in...an hour or so maybe?
 

J-M v2.5.5

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The map still crashes when I try to run it (on my dedicated server, haven't tried singleplayer yet). Whenever I execute "changelevel foutpost", the server just restarts.
 

Thothie

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I'll *try* to get a look at it tomorrow... I really should have by now, just tied up banging my head into VS6.0/2005 plus my FTP is apparently on the fritz, or somethin. (Seems I can communicate to every FTP but the one I need.)

TBH I have a little 'bogus script detector' program, but it's not very user friendly yet, and it requires a complete script listing. I dunno if/when I'll get around to making it more secure/user friendly so I can pass it out to ya mappers.
 

evilsquirrel

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i've already fixed the 'bogus scripts' via manual search with hammer entity report...

anyways, i'm re-uploading a fixed version as soon as i test to make sure it works
 

evilsquirrel

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dbl post pwnz j00


anyways, so i went through and checked all of the monsters, and as far as i can tell ALL OF THEM are using valid script names, and should be working properly...however, i compiled the map and tried to load it...craaaaash....

thothie - you may want to take a look in your spare time o_o
 

Thothie

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bogus_script.gif

It's " monsters/orcflayer " - seems it's still on the MS 1.35 naming conventions.

It's an easy mistake, so I'll make an alias for it, so some future mapper doesn't get hit with that.


Loads now, but the map has other issues:
Mad purple textures ( " -nowadtextures " on the wrong command line maybe? Should be on HLCSG)
Guards attacking lures (d'oh - didn't think of that!)

You can fix the guards attacking lures, by running ms_npcscript race_human on the lures. (They are race hated by default) If that don't work, I'll have to rig up race-specific lures. (Although human as default may not be a bad thing...)

Feh, map is unplayable because Vadrel goes into combat mode upon spotting a lure, and thus wont talk to you. I may have to tweak his script up so he'll talk to you in combat mode (even though, it seems silly, and it may mess him up if he talks to someone while in combat, since he plays conversation animations).
 

evilsquirrel

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'doh

i had thought that the orc_flayer was the CORRECT name and i had changed the ones that were orcflayer to orc_flayer >.<

and the lures, there should already be a ms_npcscript running a race change on them...but i had it change them to the guard faction instead of human faction...

as for the purple textures... >______________>

i use the normal compile thingeh, theres only one place to put those in...no idea how to use the expert one and i haven't messed with that batch-compiler deally at all...perhaps some explainations are in order? :D
 

Thothie

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Fixed Vadrel... (Script, still stays quiet while in combat, but allows conversations straight afterwards). But I only got 1 wave of Elite Archers, then, nothing. In addition, while your wpoly count is fine, it seems the epoly count never goes under 10,000 - I think ya may need to rethink that breakable front gate bit. Remember: brush entities (such as func_breakable) do not block VIS, nor does anything that doesn't stretch from floor to ceiling (eg fences).

i use the normal compile thingeh, theres only one place to put those in...no idea how to use the expert one and i haven't messed with that batch-compiler deally at all...perhaps some explainations are in order?

http://www.thothie.com/ms/ZHLT_Batch_examps.rar
If the readme in there doesn't 'splain it, feel free to ask questions. ;)

edit: PS. Shouldn't your elite archers have some sort of footman backup?
Next patch I'm moving Lure's to Human Race. I can't think of any reason off hand they would HAVE to be "hated", so, better human by default since they are essentially allied with the players, I guess.
 

Thothie

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PPS. We've shrunk the lure's so much, the archers can't seem to hit them - I'd suggest not spawning them until after the sniper wave, or, again (better yet) - add some foot soldiers to the archer wave.
 
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