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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Looking for information on creating maps in Bloodlines  (Read 4338 times)

Offline Wallit

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Re: Looking for information on creating maps in Bloodlines
« Reply #90 on: February 11, 2020, 09:37:17 am »
There is one option in Map properties Compiling Force Fast that say: Use this to disable the VVIS second pass if it for some reason freezes on full compiling or going too slow. It mainly doesn't make some affect on map's visual appearance, so it also may help compiling large and really hard maps.
I didn't try it yet, I just discover it yesterday but I will give it a try on large hub (which are usually very slow to compile) and let everyone now.
If someone has already tested it, please let me know if it helps or should be avoided.

Offline argikt

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Re: Looking for information on creating maps in Bloodlines
« Reply #91 on: February 11, 2020, 09:47:31 am »
There is one option in Map properties Compiling Force Fast that say: Use this to disable the VVIS second pass if it for some reason freezes on full compiling or going too slow. It mainly doesn't make some affect on map's visual appearance, so it also may help compiling large and really hard maps.
I didn't try it yet, I just discover it yesterday but I will give it a try on large hub (which are usually very slow to compile) and let everyone now.
If someone has already tested it, please let me know if it helps or should be avoided.

All maps of the WW2 mod, are compiled this way...

Offline Wallit

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Re: Looking for information on creating maps in Bloodlines
« Reply #92 on: February 11, 2020, 10:51:23 am »
Thanks a lot for your answer, I will give it a try then, it should make the compilation way faster.

Offline Avadonica

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Re: Looking for information on creating maps in Bloodlines
« Reply #93 on: February 12, 2020, 01:12:50 pm »
Argikt,  Wallit thanks for hint!

I'll try your advice!

Offline Avadonica

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Re: Looking for information on creating maps in Bloodlines
« Reply #94 on: February 22, 2020, 11:16:13 pm »
Hello again everyone :)
I've another question again for experts in mapping:

I've several NPCs and "interesting places" for them. I want to do  that each of them strictly follows him/her own route and used him/her "interesting place".

By now they go wherever they want. Not, well, I'm against it, of course, but when they line up for one "interesting place" it looks very funny... DDD

Is there a way to do that the NPC only goes to one "interesting place" intended only for him/her ?

Offline Malkav

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Re: Looking for information on creating maps in Bloodlines
« Reply #95 on: February 23, 2020, 09:55:44 am »
Every "intersting_place" entity should have a "group_id" and every npc an "interesting_place_groups" entry.
The group_id is a number and the "interesting_place_groups" can be one or more numbers.

Let's look at this intersting_place (copied from glaze):
Code: [Select]
{
"classname" "intersting_place"
"angles" "0 173 0"
"min_time" "500.0"
"max_time" "10000.0"
"enabled" "1"
"type" "Dance"
"targetname" "dance_spot"
"min_bounds" "-16 -16 0"
"max_bounds" "16  16 72"
"max_npcs" "1"
"match_orientation" "1"
"holster_weapon" "0"
"group_id" "2"
"rating" "3"
"testflags" "4"
"origin" "105 1361 8"
}
NPCs have this information in their entry:
Code: [Select]
"interesting_place_groups" "11 2"
"use_interesting" "1"
So this npc would visit your dance spot from above, and could also visit any other intersting_places that have the group ids 11 or 2.

If your npc and your intersting_place have a "targetname", you can use map triggers or python scripts to enable/disable the place and to tell the npc weather to use intersting_places or not.

Make sure "max_npcs" is set to "1". Then the place will be disabled for other npcs while it is occupied.
"match_orientation" and "holster_weapon" may be useful depending on the type of place and the npc using it.
For example, someone who has a smoke should put the weapon away while someone just standing idle will probably not bother. Also for someone just standing idle the orientation won't matter, but someone leaning against a wall should do so with his back turned to the wall...

This is the important info you need for editing intersting places, but I can't tell you how to access this in hammer.
One more important thing to remember: the entity is called "intersting_place" but in the npc entry it is "interesting_place_groups" and "use_interesting"
Co Author of Camarilla Edition Mod

Offline Avadonica

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Re: Looking for information on creating maps in Bloodlines
« Reply #96 on: February 23, 2020, 11:51:50 am »
Oh, Hello Malkav! Glad to see you here again and thank you for your valuable advice!
I'll try to do this and write here again if I've any new questions.

-----
It's probably a stupid question, but since you're here, I'm going to ask:
is there any hope that you will return to the quest or all will be lost?

Offline argikt

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Re: Looking for information on creating maps in Bloodlines
« Reply #97 on: February 23, 2020, 11:55:01 am »
Sometimes is hard for the npc to arrive to some points, because is far or the route is complicate.
You can use check points in order to avoid this problem.
Is easy to do in hammer.

Offline Malkav

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Re: Looking for information on creating maps in Bloodlines
« Reply #98 on: February 23, 2020, 02:27:32 pm »
Sometimes is hard for the npc to arrive to some points, because is far or the route is complicate.
You can use check points in order to avoid this problem.
Is easy to do in hammer.
Right, I have forgotten about info_nodes. You need them everywhere on the map where npcs are supposed to move. If there is no info_node nearby they won't even be able to use an interesting place if they are standing inside it.
Co Author of Camarilla Edition Mod

Offline Avadonica

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Re: Looking for information on creating maps in Bloodlines
« Reply #99 on: February 23, 2020, 03:28:17 pm »
Right, I have forgotten about info_nodes. You need them everywhere on the map where npcs are supposed to move. If there is no info_node nearby they won't even be able to use an interesting place if they are standing inside it.

And that about my question?

I understand that this may be an awkward question for you, but I would like to know the answer to it... this is very important to me.

Offline Psycho-A

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Re: Looking for information on creating maps in Bloodlines
« Reply #100 on: February 23, 2020, 04:13:38 pm »
And that about my question?
I understand that this may be an awkward question for you, but I would like to know the answer to it... this is very important to me.
You may also ask all of this on Russian board, there's one human that will inform you ;)

Offline Avadonica

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Re: Looking for information on creating maps in Bloodlines
« Reply #101 on: July 09, 2020, 01:23:06 pm »

I've another non-standard question:
I want to put the NPC on the map without using the Hammer, using VPkTool. Please tell me how to do this. Preferably with an example.


Thanks!

Offline Malkav

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Re: Looking for information on creating maps in Bloodlines
« Reply #102 on: July 10, 2020, 08:23:29 am »
What you have to do can be summarized in these steps:
-find the position where the npc should be placed
-copy a fitting entity from any map
-paste this entity on the map and make adjustments

As an example, let's geet Strauss to visit Nines in the Last Round:
First you have to determine the position and angles for your new entity. So you start a game and visit the last round. It doesn't matter if you use the "map" command or go there from a save game. Now you set the console variable cl_showpos to 1. Move the player character to the position you want the npc to start and note the numbers for plr pos and plr ang. Now exit the game.

Next step, get the Strauss entity info. For this you open the chantry map with vpk tools. Since vpk tools can only search top to bottom you have to bring the cursor to the top before you can do anything. And vpk doesn't recognize windows shortcuts like STRG+C, so you have to right-click in the text area and use the context menu to search, copy and paste. So go ahead and search for Strauss. Mark the whole entity block and use the context menu to copy.

Now you open the last round map and use the context menu to paste Strauss in. I'd suggest you put the entity right at the bottom of the file. This way other modders have an easier time figuring out which entities are original Troika, which are added by the patch and what was done by you.
Remember the numbers I had you take in the first step? Replace the numbers for "angles" with the ones you found under plr ang and "origin" with plr pos.
Now make other adjustments you might need, like a new dialog file or a start hidden flag and when you're done, click "write new data"

Last step, revisit the Last Round and check if your changes are done correctly. This time use the "map" command or make sure your savegame is from before you ever entered the last round. You may have to reopen the map with vpk and adjust the origin or angles because what you get from cl_showpos isn't always exactly what you want, especially if you want to place an object somewhere the player can't get.
« Last Edit: July 10, 2020, 09:01:32 am by Wesp5 »
Co Author of Camarilla Edition Mod

 

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