Re: TRESCOM_ANTHOLOGY
Posted: Wed Nov 03, 2021 4:41 pm
I'm 35 now, started in the Tres community around 20 years ago I think. Time really does fly
TresCom : The Trespasser Fan Gateway...
http://www.trescomforum.org/
If I can think of a little something, something, I'll let ya know. I'm partial to working machinery and easter eggs myself.Draconisaurus wrote:Really glad to hear you still have some modding in you. Hmm, if you have a request for content in the community level, let us know!
This is a great method... TrespasserGuy has a level where ActionType 19 (Save Game) actually works. I hadn't gotten it to work in my own levels, and possibly it's simply unsure if it will work correctly in a given mod. But for those cases when it doesn't work (more testing needed), this sounds like a great way to let the player know ahead of time.A final note on Save_games: Not all triggers (in particular the
boolean triggers) current states are saved correctly. To ensure
that all machinery and/or puzzles work correctly, I suggest that
a save game is created when a textover suggests doing so. These
are safe points, meaning before you enter (or reach) an area that
relies heavily on puzzling and/or triggers you're given a head's
up to 'save here'
Tried auto_save (at19), didn't save properly, Drac. And variable triggers are problematic as well. If the values are changed, the saved game seem to register their initial state (true/false),Draconisaurus wrote: This is a great method... TrespasserGuy has a level where ActionType 19 (Save Game) actually works. I hadn't gotten it to work in my own levels, and possibly it's simply unsure if it will work correctly in a given mod. But for those cases when it doesn't work (more testing needed), this sounds like a great way to let the player know ahead of time.
Odd idea, it might be possible to make a script using a CVariableTrigger, which ensures that savegames made outside the safe-moments will crash if loaded, to avoid puzzle dysfunction.
Teleportation. Much in the same way I kept count of how many arrows the crossbow fired? Yeah, allot of extra triggers and destobjects, but that might be a workaround.Draconisaurus wrote:Right. So now I'm not sure, but I was considering investigating ways to simulate CVariableTrigger using crate-positions instead. Any notion if that's realistic?