Current 1.22 changelist. RELEASED!

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skidz
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Post by skidz »

Oniyuri wrote:Will you be able to have two (or more) merchants in one map with different stocks of items? If it isn't now, then make it possible! Otherwise you won't be able to have hidden merchants and such in your maps! :o

Also, will you as a mapper be able to set a limited number of each item that the merchant can sell?
Yes, this is what I am working towards. It is proving is be one hell of a nasty task but I'll figure out a good way of doing it soon. :)
Limit on the number of weapons that can be sold probably wont make the 1.3 release though.
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Post by Svanrog »

skidz wrote:
Oniyuri wrote:Will you be able to have two (or more) merchants in one map with different stocks of items? If it isn't now, then make it possible! Otherwise you won't be able to have hidden merchants and such in your maps! :o

Also, will you as a mapper be able to set a limited number of each item that the merchant can sell?
Yes, this is what I am working towards. It is proving is be one hell of a nasty task but I'll figure out a good way of doing it soon. :)
Limit on the number of weapons that can be sold probably wont make the 1.3 release though.
Couldn't it work sort of like the soundscapes?

Example:

Code: Select all

oc_bunker_merchant.txt

merchant.standard
{
weapon_pistol
weapon_ar2
item_battery
}

merchant.hidden
{
weapon_357
weapon_rpg
weapon_sniper
}
Then the npc_merchant has a stock option where you either put "merchant.standard" or "merchant.hidden", depending on which stock the merchant should have.
destu
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Re: Current 1.3 changelist.

Post by destu »

skidz wrote:
*Maps
Don't you have any new maps? What the hell The fox and JoeScoma are doing then :o
skidz
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Re: Current 1.3 changelist.

Post by skidz »

destu wrote:
skidz wrote:
*Maps
Don't you have any new maps? What the hell The fox and JoeScoma are doing then :o
Right now, its just me and hyper working on the mod. :lol:
skidz
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Post by skidz »

Oniyuri wrote:
skidz wrote:
Oniyuri wrote:Will you be able to have two (or more) merchants in one map with different stocks of items? If it isn't now, then make it possible! Otherwise you won't be able to have hidden merchants and such in your maps! :o

Also, will you as a mapper be able to set a limited number of each item that the merchant can sell?
Yes, this is what I am working towards. It is proving is be one hell of a nasty task but I'll figure out a good way of doing it soon. :)
Limit on the number of weapons that can be sold probably wont make the 1.3 release though.
Couldn't it work sort of like the soundscapes?

Example:

Code: Select all

oc_bunker_merchant.txt

merchant.standard
{
weapon_pistol
weapon_ar2
item_battery
}

merchant.hidden
{
weapon_357
weapon_rpg
weapon_sniper
}
Then the npc_merchant has a stock option where you either put "merchant.standard" or "merchant.hidden", depending on which stock the merchant should have.
Scripts look like this so far.

Code: Select all

"merchant_test"
{
	"Weapons"
	{
		"weapon_357" "4"
		"weapon_ar2" "6"
		"weapon_rpg" "20"
	}
	"Items"
	{
		"item_cloak" "10"
		"item_helmet" "5"
		"item_ammo_pistol" "5"
		"item_ammo_ar2" "7"
	}
}
The number after the item is the price.

This is the hardcoded list of sellable items.
// Weapons:
// weapon_357
// weapon_ar2
// weapon_crossbow
// weapon_crowbar
// weapon_frag
// weapon_gauss
// weapon_healer
// weapon_manhack
// weapon_physcannon
// weapon_pistol
// weapon_rpg
// weapon_shotgun
// weapon_slam
// weapon_smg1
// weapon_sniperrifle
// weapon_stunstick
// weapon_uzi
// Items:
// item_battery
// item_healthkit
// item_healthvial
// item_helmet
// item_cloak
// item_ammo_pistol
// item_ammo_smg1
// item_ammo_smg1_large
// item_ammo_ar2
// item_ammo_ar2_large
// item_ammo_357
// item_ammo_357_large
// item_ammo_crossbow
// item_rpg_round
// item_ammo_smg1_grenade
// item_box_sniper_rounds
// item_box_buckshot
// item_ammo_ar2_altfire
// item_ammo_tau
[JSC][GU]PREDATOR
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Post by [JSC][GU]PREDATOR »

From what i know JoeScoma won't do any work untill skidz asks him todo something.
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Lark
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Post by Lark »

I want to see a water npc and a flying npc in other words a Ichthyosaur and a controller but I would like to see a combine water scaner or somthing like that.and whats the changes to the hydra?and for maps didn't you say you had permission to turn metastasis 1 & 2 co-op and what about that tower map?and the garg needs to be able to set things on fire,maybe real looking fire like the missing info's new cremator gun and the other idea too.
Last edited by Lark on Sun Nov 05, 2006 11:27 pm, edited 1 time in total.
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Post by [JSC][GU]PREDATOR »

What was the name of that gliding npc from hl1? it does the same thing as a combinegunship in a way with the beam. and i can't find a picture of it because i don't know the name of it,
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Post by Scrap »

[JSC][GU]PREDATOR wrote:What was the name of that gliding npc from hl1? it does the same thing as a combinegunship in a way with the beam. and i can't find a picture of it because i don't know the name of it,
monster_bloater? alien controller?
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Post by [JSC][GU]PREDATOR »

Couldn't find any pictures for ither of those.
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Post by Hell-met »

Christ , it's a xen manta ship.

And if you are stupid enough to think its a real npc , then nothing can save you.

And the word is spelt Ichthyosaur
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Lark
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Post by Lark »

Fire_cube wrote:Christ , it's a xen manta ship.

And if you are stupid enough to think its a real npc , then nothing can save you.

And the word is spelt Ichthyosaur
in decay it was a real npc
Hell-met
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Post by Hell-met »

gtaiiilc wrote:in decay it was a real npc
Should be easy to port a npc from a goldsource console game to a source pc game , amirite
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Post by BOB »

Yeah, but to buy stuff from a merchant, won't you need money?

So you'll add a money system, of some sort?

Also: Will the merchant have his own model?
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Post by Hyperjag3 »

BOB wrote:Yeah, but to buy stuff from a merchant, won't you need money?

So you'll add a money system, of some sort?

Also: Will the merchant have his own model?
You'll buy things with points, not money. And I'm not sure if he'll have his own model.
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