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Author Topic: Haven events  (Read 2136 times)

Offline Aloysius

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Haven events
« on: November 16, 2016, 07:43:16 PM »
Say guys, I feel a little dumb but the days I was playing this game are long gone, and reading through the game files when it involves existing long term events can get confusing, so I just need to ask. Can someone comfirm that I didn't forget any haven events in that list?

Heather
mcfly
posters
Malkavian tv
Possible return to haven during endgame stages.
mailbox: werefolf's blood, malcom bribe, mitnick quest's items and reward
CQM only: fu syndicate shortcut, hitman quest mailbox rewards
Jack visit and Strauss letter stay in santa monica.

While I am at it, question for other mappers, did any of you ever setted a new tv on your maps? Because mine is working great, except that the newscaster is soundless. I setted him to speak when the tv is turned on with outputs and SetFakeSilence like in the vanilla maps, but it doesn't work yet.
His lips are moving but I am not sure if it's because of the model.

« Last Edit: November 16, 2016, 07:44:54 PM by Aloysius »

Offline Malkav

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Re: Haven events
« Reply #1 on: November 17, 2016, 10:11:46 AM »
There are some more mailbox events. If you don't use cqm, there are the poster quest items. Apart from that you get the money for dealing with the food critic.

For the newscaster you have to set his sounds to the tv entity. The command is SetSoundOverrideEnt used in logic_auto. I've copied the line from the Skyline haven here:
"OnMapLoad" "newscaster,SetSoundOverrideEnt,tv_prop,0,-1,,"
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Offline Aloysius

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Re: Haven events
« Reply #2 on: November 17, 2016, 08:45:03 PM »
Added the food critic money, thanks.

About the tv, I mistook the problem it seem. I did have the SetSoundOverrideEnt on a logic_auto, like in a vanilla map, and I just noticed that the newscaster is speaking, but the sound is coming from a other part of the map.
I can only hear him if I go in the hall or the parking, and even then, the sound is so low that it's like the guy speak from a far.
Shh, I will think back on this later, I think, I must admit my motivation these days come and go faster than my virtue.

Offline Malkav

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Re: Haven events
« Reply #3 on: November 17, 2016, 09:54:23 PM »
Are you sure you used the right entities with SetSoundOverrideEnt? If you like, I can look into it. Just send me the map file.
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Offline Aloysius

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Re: Haven events
« Reply #4 on: November 18, 2016, 03:18:15 PM »
Just sent you the map via pm in case you would see something I don't, but the SetSoundOverrideEnt is exactly like the example you posted from skyline.

I appreciate the help, you would almost make me believe in antideluvians.

Offline Malkav

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Re: Haven events
« Reply #5 on: November 19, 2016, 10:29:34 AM »
I don't understand that. I've checked the syntax several times and even changed the override to the switch instead of the screen. Still doesn't work. funny thing is when I tried using a copy of the beachhouse as player haven I used lots of soundoverrides and it works. :chinscratch:

Some minor things I noticed. First you should link the pairs of double doors so that both sides open when you activate one.
The mailbox is not plain in the wall. And since this seems to be some apartment building you should add fake mailboxes for the other apartments.
Then you used a payphone entity as player car. Problem is the thing isn't solid. Another funny thing on this matter: To get it solid I have set a prop_dynamic with exactly the same model and coordinates on top. Before the car was some kind of grey and after it was blue like Jack's car at Griffith Park.
And for some reason there was no talk icon for the cabby.
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Offline Aloysius

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Re: Haven events
« Reply #6 on: November 19, 2016, 02:19:13 PM »
I don't understand that. I've checked the syntax several times and even changed the override to the switch instead of the screen. Still doesn't work. funny thing is when I tried using a copy of the beachhouse as player haven I used lots of soundoverrides and it works. :chinscratch:

I have been thinking, but the only thing I can see wrong is the placement of the point_camera in the tv studio, (I still have to get it right) but it shoudn't affect the sound... At worst, I might just get rid of it if I don't figure this out when I am finish with the rest.
Who needs a tv anyway, I don't even own one, why pay a fee for something I never use? (and some ladies like the old fashion style of not having a tv at your place, don't ask me why, just something I have noticed.)

I will link the doors as parent entities. Good eye on the mailbox, I will add some prop_dynamic mailboxes along with more aestetic details later, for some reason, aestetic bore me.

Quote
Then you used a payphone entity as player car. Problem is the thing isn't solid. Another funny thing on this matter: To get it solid I have set a prop_dynamic with exactly the same model and coordinates on top. Before the car was some kind of grey and after it was blue like Jack's car at Griffith Park.
And for some reason there was no talk icon for the cabby.

Oh, I am planning to put a prop_dynamic on top of the car, but the all player car is part of a quest as a alternative for the taxi and I didn't finish it yet. (I have a little bit of time these days, but man, do I have to force myself to put my mind on modding)
Did you use "skin" "2" on the prop_dynamic? it's the grey model, "skin" "3" is the blue one, I think.

There is a talk icon on the cabbie, it's just that for some reason, you have to point the cursor like if he was standing up and not sitting. It's weird actually, When I was working on Antitribu, I encountered the same problem when I was placing a new car with a driver on the hubs. On vanilla, the taxi driver is on "default disposition" neutral, don't have a scripted sequence to make him sit either, and yet he is sitting.
But if I put a "new" driver somewhere, he will stand up if its default disposition isn't "sitting", still, the game make you look for the talk icon like if he was standing.

Offline Wesp5

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Re: Haven events
« Reply #7 on: November 19, 2016, 03:59:06 PM »
Just a general tip for things like the TV or the cabbie, just decompile a map of the original game. select the parts of the map you want to use, copy them and then paste them into your own map. This way most of the time you get the solution delivered even if you don't exactly know how it is done :)!

Offline Malkav

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Re: Haven events
« Reply #8 on: November 19, 2016, 10:46:36 PM »
For the doors, it's not parent. It works like this
Code: [Select]
"targetname" "door1"
"linked_door" "door2"
and the other way round for the other door of the pair.

For the car, I didn't pay attention to the skins, I have just copied some other prop_dynamic and changed the model. So that explains that. One problem remains. I had to walk strait into the car to get the payphone icon. I think what you want to do here is a dialog without sound when you interact with the car. Make the car prop_dynamic, add a prop_switch near the driver door, use the key as use icon for the switch. Then place some dialog npc somewhere out of the way and have the switch start the player dialog with that npc. Of course then you also need a dialog camera.
I have used this for my haven telephone and haven radio where you can select Deb, the news or music. If you want I can send you the files.

For the cabbie dialog icon, you can try moving him a bit in the car. If you sit him closer to the window the dialog icon will be in a better place but there is clipping between his arm and the window frame.
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Offline Aloysius

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Re: Haven events
« Reply #9 on: November 20, 2016, 12:08:22 PM »
I had to walk strait into the car to get the payphone icon. I think what you want to do here is a dialog without sound when you interact with the car. Make the car prop_dynamic, add a prop_switch near the driver door, use the key as use icon for the switch. Then place some dialog npc somewhere out of the way and have the switch start the player dialog with that npc. Of course then you also need a dialog camera.
I have used this for my haven telephone and haven radio where you can select Deb, the news or music. If you want I can send you the files.

For the cabbie dialog icon, you can try moving him a bit in the car. If you sit him closer to the window the dialog icon will be in a better place but there is clipping between his arm and the window frame.

A prop_switch, why didn't I think of it? I was experimenting with the phone because I didn't like the npc dialog icon, and there you are, with this brillant idea. I think I can reproduce your method but I will gladly spy on your files, beside, I also wanted to make a more customizable radio.
I also have events on other maps links to "npc-items", so to speak, and your way sound definitly cleaner anyway.
You are right about the linked doors.

Just a general tip for things like the TV or the cabbie, just decompile a map of the original game. select the parts of the map you want to use, copy them and then paste them into your own map. This way most of the time you get the solution delivered even if you don't exactly know how it is done :)!

I just tried copy-paste the entire tv studio from skyline to my map, and while the sound has improved, it's still not like if it came from the tv_prop.

Oh well, I have a vacation trip to pack up to, maybe inspiration will be there after reinventing myself in the wonders of Italy. See you in about a week guys.