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Topics - Father Dryymas

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Ideas / Grue
« on: January 13, 2017, 08:32:09 AM »
A Grue is a fearsome monster with slavering fangs, Razor sharp claws, And an insatiable hunger only rivaled by their fear of light.

Grues would be an uncommon random spawn in any dark area, Be it underground, On the surface, Or in someone's basement.

Grues would have really high strength, Attack, And Defence levels, With a medium health level.

Grues would also have no nameplate, Making it difficult to spot one. To spot a Grue, Watch for their movement, And listen for their horrible gurgling sounds.

If you are killed by a Grue, The death message displayed would be "[player] was eaten by a Grue." And the only way to retrieve your inventory is to kill the Grue.

The easiest way to deal with the looming threat of the Grue is just to light up your areas. Grues are terrified of even the smallest amounts of light, So holding a torch or standing on gold will be enough to keep them at bay. If a Grue is caught in light for more than a few seconds, It will instantly combust and die.

If a Grue is killed in combat, It will drop a Grue Heart item. This item can be worn and gives massive combat buffs when the player is in total darkness, But deals immense damage to the wearer if they are in light.

PWRBTTN is going to like this idea.

Creative Features / [Scripts] Advanced Gun Script
« on: January 11, 2017, 03:39:44 PM »

Gun Swing Event

Gun Equip Event

Gun Unequip Event

BobKey Swing Event

What this set of scripts features:

Guns with an ammo amount stored to the gun itself.
Guns that do more damage when headshotting an enemy.
Bullet particles that stop when they hit an enemy.
A better reloading system.

This script is currently balanced around the default 148 HP of a player without skills. It takes 5 body shots to kill and one headshot.

The way guns store ammo is via durability. Durability is better than history for storing ammo because it means each gun has a unique ammo count. If you kill a player and pick up their gun with this system, Their gun will have the same amount of ammo for you as it did for them when they died.

If you used a history system, You would have the same ammo counter for all guns of the same type.

Another unique thing about this system is that if you have less than the max ammo of the gun and you reload, It will give you a gun with less than 100% ammo capacity. Ex. 6/7

This means no matter how much ammo you have, You can still reload your weapon.

This also does more damage with headshots. Though the headshot radius is based off of the zombie's fat head, So it could be balanced better for PVP.

One last thing to note, This script may not work exactly as shown here on future PC versions, It takes advantage of a small bug to cut down on intersect conditionals in the shooting script.

Craig has said he has no idea what causes the bug, But it could possibly be fixed in the future.

Your world / [Deathmatch] ~Perdition~ Welcome to Hell.
« on: January 09, 2017, 03:20:34 PM »

~Welcome to Hell!~

  • A state of eternal punishment and damnation into which a sinful and unpenitent person passes after death.

Perdition is a deathmine that takes place in Hell.
I am sure most of you are aware of the deathmine world concept. I'm going to try to make it different enough for it to be somewhat enjoyable, But similar enough that people may actually play it.

The main "gameplay" of the map is mining rock to sacrifice to the lord of Hell, Nergal. In reward for your sacrifice, You gain Blood Points, Which can be sacrificed to obtain better gear, Potions, Etc.

Upon death, You will lose 10% of your Blood Points in order to create a new physical form for your soul to reside in. If you have less than 1000 Blood Points upon death, You will be cast into The Abyss where you must destroy the bodies of other lost souls to regain enough Blood Points to return to Hell.

Upon being killed by a player, You will lose 5% of your blood points, Which are then given to your killer.

For players not content with Deathmines gameplay, There is a side quest that can be played that may actually be somewhat fun.

You can choose to leave the underground portion of Hell and explore the plains of Hell. On the plains of Hell, You can find mobs such as Hell Spiders, And Lost Souls.

These mobs can be killed for Blood Points and additional gear.
In addition to these, You may find Demons. Demons are tough mobs with advanced AI and magical attacks.

Upon killing a Demon, You can obtain its soul. Demon souls are sacrificed in exchange for demonic powers.

The plains of Hell are also entirely PVP enabled, Allowing you to test your equipment on other players, As well as mobs.

So, Yes. I am a hypocrite. I hate Deathmines, And yet here I am adding to the problem. But hey, I guess I am spending my time in Hell for it.

My reasoning behind making this map stems from the fact that my medieval map is unfeasible on 360.

I put so much work into that map that the fact that it won't work is kinda heart wrenching.

PWRBTTN said that I should be less ambitious, And I joked about the fact that that would make me a Deathmines host. So here we are.

I'm not doing this so that I can get Demis (Unlike some people...) I am doing this because in how many years I have played this game, I have never once hosted a playable map openly. I have tried, But that never worked out for me. With the 360 community on its last legs, The only shot I really have is a somewhat decent Deathmine to be honest.

It's the right balance of something people would want, And something that I can do quickly.

« on: January 05, 2017, 09:46:40 PM »
      /snail                  /snail       /snail               /snail           /snail                         /snail

Bug Reports [Retail] / MobSpawn command & Vars
« on: January 04, 2017, 06:02:01 PM »
The MobSpawn command does not support vars as an input for the mob's level. I have not tested it with other input fields on the command.

This really sucks. I wanted to make mobs with randomized levels.

Ideas / Block and item IDs in script commands
« on: December 23, 2016, 02:02:47 PM »
A super simple idea, It should be possible to use the ID of a block or item in scripts. This could be done by allowing [Block:ID] and [Item:ID] to be used anywhere where where blocks or items get input.

ID could accept a var, Which is where this gets actually useful.
We would also need to be able to retrieve the ID of a block via vars.

This would be useful for things like storing the player's entire inventory, Or a block structure to memory, Etc.

Ideas / "CanExecute" script conditional
« on: December 23, 2016, 01:53:43 PM »
I think it would be great if we had a conditional that simply checks if a set command can execute and make a change.

In some uses, This would just be a matter of convenience, In others, It would allow for entirely new conditions that wouldn't be possible otherwise.

Some examples include

  CanExecute [Var [Health] = [Health:]] [True]
  Var [Health] = [Health:]
  // Player HP has changed since the last time this was executed.
  // Would normally require 2 vars to be created in order to detect a change.
  // Player HP has not changed since the last time this was executed."

  CanExecute [CaveIn [x,y,z]] [True]
  // No caveins active on the map, And the coordinates are valid.
  // Determining whether or not a cavein is happening would normally require a conditional that doesn't exist."

  CanExecute [CopyBlock [x,y,z] [x,y,z]] [True]
  // Checks whether or not two blocks match each other exactly, Or of the coordinates are valid."

MC has this in the form of comparitors facing off of a command block, It effectively turns all commands into conditionals if you decide to use them that way, And I think it could be really useful to people who are more creative with scripts.

I don't know if scripts can tell whether or not the command actually changed anything, But I know that they can tell whether or not the command is valid, And if not, What went wrong. So it feels like this is half way there.

Questions and Answers / Spiders!?
« on: December 08, 2016, 07:53:19 AM »

Is this the new default spider model?!

Did you burn the old not spider model?

This model is way better than the old spider model. It's not perfect, But it is way better.

Just a tip though, I think the spider's behaviour would need a change if this is the new default. Jumping spiders don't look like this.

Jumping Spiders look more like this.

Creative Features / [Scripts] Analog Clock With Particles
« on: December 06, 2016, 01:12:53 PM »

Then it loops after 1 second.

This script creates an analog clock on the positive Z face of the script block it is run from.

For anyone curious as to how this works, It first gets the current game time and separates it into the minutes and the hours.

Then it converts the hours and minutes into degrees from 0-360.
Then it converts that to an angle from -180 to 180.

Then it converts that to radians.
Then it converts the radians to a vector.

Then it spawns particles along that vector.

It's not that complicated or hard, It just looks kinda intimidating.

Ideas / [Local] to Item and Blueprint commands
« on: December 06, 2016, 08:51:13 AM »
I suggested this for 2.44 when the Item command was announced, But got this response.

Is there a way it could be made local to players?
It would be easier, except for split screen. But because of split screen it's harder, so will stay global, at least for 2.44.

The way I see it, PC won't have split screen, So all things that would have been difficult for split screen can now be added. Eg. This, Local wind modifiers, Etc.

This would be really great for many different mechanics. For example, Maybe it becomes easier to craft something the higher your crafting level, Or you could completely override the current strength mechanic and set the damage of the weapon to be based off of your strength level.

Ooooor, My favourite example. You can set a native language to a player and have all of the item names and descriptions be in that language.

Bug Reports [Retail] / [coord] history and Vars
« on: December 05, 2016, 12:10:50 PM »
Vars seem to be unable to retrieve a value from coordinate based history marks. I don't know what else to say.

Ideas / Var [Timer:]
« on: November 17, 2016, 07:29:01 PM »
I think this would be a simple addition. It'd be nice to have a proper timer preset variable.

"Why would you use this instead of a scripted timer? Those are really easy to make!"

The reason is very very extremely simple.
A built in timer would be consistent. It wouldn't change rate due to script latency.

If you want a consistent behaviour on a looping script that involves keeping track of time, Then script latency is your worst enemy. I am assuming that the game has its own built in timer independent of any other external factors. So all that would be necessary for this is to record the difference between the time that the variable is queried, And the time the variable was initialized.

Even if the [timer:] var just displays the current time based off of the game timer, This would be super simple to do.

Creative Features / [Scripts] Blinking script
« on: November 09, 2016, 12:52:19 PM »

This is a super simple script that can be applied to just about any survival type map.

It would be especially good in a horror type map.

All it does is blink your virtual eyes. To make this script work, All you need to do is write out that script, And then make a looping script which calls on it each time it loops.

Alternatively, You could just replace the exit with a loop and reset the vars, But then you can't do things to the player when they blink.

If anyone is wondering, The reason I have 8 HUD Shapes is to create a blur at the bottom of my simulated eyelid.


Spoiler for Hidden Content:
var [S] [H]
  IsVar [S] [=] [1]
  IsVar [H] [=] [0]
  IsVar [S] [=] [1]
  var [H] = [H] - [360]
  IsVar [H] [<] [720]
  var [H] = [H] + [360]
  var [S] = [1]
HUDShape [EyeBlink1] [player] [rect] [0,0,1280,H2] [0,0,0,150] [abs]
var [H2] = [H] * [1.15]
HUDShape [EyeBlink2] [player] [rect] [0,0,1280,H2] [0,0,0,48] [abs]
var [H2] = [H2] * [1.15]
HUDShape [EyeBlink3] [player] [rect] [0,0,1280,H2] [0,0,0,48] [abs]
var [H2] = [H2] * [1.15]
HUDShape [EyeBlink4] [player] [rect] [0,0,1280,H2] [0,0,0,48] [abs]
var [H2] = [H2] * [1.15]
HUDShape [EyeBlink5] [player] [rect] [0,0,1280,H2] [0,0,0,48] [abs]
var [H2] = [H2] * [1.15]
HUDShape [EyeBlink6] [player] [rect] [0,0,1280,H2] [0,0,0,48] [abs]
var [H2] = [H2] * [1.15]
HUDShape [EyeBlink7] [player] [rect] [0,0,1280,H2] [0,0,0,48] [abs]
var [H2] = [H2] * [1.15]
HUDShape [EyeBlink8] [player] [rect] [0,0,1280,H2] [0,0,0,48] [abs]

Creative Features / [Help Needed] Colour Interpolation with Vars
« on: November 09, 2016, 12:41:29 PM »
How would I go about interpolating between two colours with scripts?

I want to do cool colour things with HUD elements, But I don't want harsh transitions.

Bug Reports [Retail] / Berry Bush + New crop textures
« on: November 08, 2016, 11:04:58 AM »
Be warned. Once you have seen this, You can never unsee it. It may even put you off of using these blocks.

Spoiler for Hidden Content:
The textures of the berry bush and the new crops have pixels which allow you to see through the fabric of time and space.

I.E. They have pixels that aren't 100% transparent and cause rendering bugs when you look at them from certain angles.

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