I've been to the only version of this mode.. Nightmare_thornlands.. Is anyone still doing this?
I was hoping I could try doing Nightmare mode maps too.
I was hoping I could try doing Nightmare mode maps too.
furion001 said:I'd be more than happy to give it a shot.as well as other maps.
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Thothie said:Change -cliptype on sfor.
Maybe an offending sprite or model in the case of Edana, as it is a very old source, and maybe attempting to use media no longer in the game. May also be invalid shapes - I noticed a few in the source.
Anything but legacy, obviously.furion001 said:Which Cliptype should I use for SFor?
Ah, forgot about those.furion001 said:Found out the Hawks were causing the error. in Edana.
furion001 said:I had an idea, You know the little cave with the pool just outside of Edana? You think we can make it the transition to nightmare mode and make the nightmare maps hidden?
Me and Oyster were talking to each other on stuff and changes in the nightmare maps.. and I thought about adding a special hidden boss to some of them, which drops fragments of a weapon, which could be used to make a powerful weapon or Spell Giving the spell named "Nightmare" (Cheesy I know but eh hehe)
I think it would probably be better to use marogar orcs, since they have pledged loyalty to maldora or something, and runeghar clearly opposes him actively.So far it's just minor changes to NPCs (needs to find out what enemies to use, I'm thinking lots of undead and bats, the orc Raid replaced with shadahar orcs, and the bandit raid with tougher bandits)
Thothie said:Tor'whodoc
Thothie said:Helena has been a target of the Blackhand since, well, Old_Helena.Since it's a nightmare map, and we assume Lor Malgoriand, or some such, is back, they can be insanely powerful Blackhand, with lots of Ogre/Troll/Djinn escort, and even undead, in their ranks (add race_demon to their addparams).
Doesn't necessarily have to be snow, but yes, a global retexturing theme of some sort would be nice.
The above is null and void, if you are going with my original idea of, rather than a nightmare map, Helena in ruins - which it will default to, should the players fail in Old_helena. In which case it'll be replacing with a village of Blackhand orc huts, and the like, maybe some different mines to explore. Tor'whodoc will still be down there somewhere though, so the players can take another crack at it.
rE- said:Ok so u have 29 fps on this map, why would u even want a map like this?
Thothie said:rE- being a prick aside... I would strongly suggest abandoning the original map structure. It makes it impossible to create very optimal FPS. Maybe the mountain partially collapsed and the Orcs built some fort bits that provide better vis bockers, and the like.
Thothie said:That could more easily be done with a weather effect script.
Come to think of it, that's probably another casual base and examples I should add for the test script system.
Thothie said:(Wow, deja vu of my earliest scripting conversations with Kuroneko.)
I was thinking, actually, we could make the weather script for you.
I actually remember making that effect with lighting entities way back when, and yeah, it does look pretty nifty, but if it starts being too much trouble to make work right, again, we can setup the same thing for you through another method.
_ Relay (45% Fireing chance) - -> Lightning_MM
Trigger_once -> Loop_MM-/ v
\_ Relay (Reactivates Loop_MM) Sound and lights
//Ghostly Rat
//Rat reskin by Furion001
// V1.0
// 10x original rat script stats
// Dynamic enemy system will be worked on later
{
const NO_EXP_MULTI 1
setvard HUNT_AGRO 0
setvard ANIM_DEATH die
setvar ANIM_RUN run
setvar ANIM_WALK walk
setvard ANIM_ATTACK attack
setvar ATTACK_DAMAGE 4.0
setvard ATTACK_RANGE 68
setvar ATTACK_HITCHANCE 60%
setvar SOUND_STRUCK1 weapons/cbar_hitbod1.wav
setvar SOUND_STRUCK2 weapons/cbar_hitbod2.wav
setvar SOUND_STRUCK3 weapons/cbar_hitbod3.wav
setvar SOUND_PAIN nightmare/monsters/ghostrat/squeak1.wav
setvar SOUND_ATTACK1 nightmare/monsters/ghostrat/squeak2.wav
setvar SOUND_ATTACK2 monsters/orc/attack2.wav
setvar SOUND_ATTACK3 monsters/orc/attack3.wav
setvar SOUND_IDLE1 nightmare/monsters/ghostrat/squeak2.wav
setvar SOUND_DEATH nightmare/monsters/ghostrat/squeak3.wav
setvard CAN_FLEE 1 //Used by base_npc_attack
setvar FLEE_HEALTH 2 //Used by base_npc_attack
setvar FLEE_CHANCE 30% //Used by base_npc_attack
setvard DROP_ITEM1 skin_ratpelt //Used by base_monster
setvard DROP_ITEM1_CHANCE 50% //Used by base_monster
}
#include monsters/base_monster
{
eventname npc_spawn
hp 40
//ov 150
width 40
height 64
name a|Ghostly Rat
roam 1
hearingsensitivity 0
setvard NPC_GIVE_EXP 30
race undead
setmodel nightmare/monsters/ghost_rat.mdl
setmodelbody 1 0
setidleanim idle
setmoveanim ANIM_WALK
}
{
repeatdelay 10
if !IS_HUNTING
if $rand(0,1)
playanim once idle2
}
{
// Deal damage
eventname bite1
playrandomsound 2 SOUND_ATTACK1 none
dodamage ent_lastseen ATTACK_RANGE ATTACK_DAMAGE ATTACK_HITCHANCE
}
//Hit by someone
{
eventname npc_struck
volume 5
playrandomsound 2 SOUND_PAIN SOUND_STRUCK2 SOUND_STRUCK1 SOUND_STRUCK3 SOUND_PAIN
}
Run/walk animations must actually move forward and loop, to be indicated by LX or LY (depending on orientation). Might have boffed that up in the edit.furion001 said:I altered the model fixed a few animations