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Topics - Enter The Void

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Creative Features / [Help Needed] A few NPC Behavior questions
« on: September 09, 2019, 11:08:03 PM »
Hello! Been a long while since I've played or been on these here forums, hopefully people still check out these posts because i have a few questions!
I already tried to search the forums for this but couldn't find exactly what i needed.

I just found a way to import my worlds from 360 to PC, but since the NPC behavior update, all of my OG static statues started moving around, which is cool, and intended yes but I'd like to ask for someone to hopefully walk me through this and teach me about the new behavior system.


* Is there a way to change ALL of the NPC's at once back into the non moving ones?

* In one of the NPC behavior preview videos posted by Craig, he showed the "conversation" aspect, where it had a box and you could pick different things to say, is this doable still or was this not implemented?

 * How can i properly add a script to an NPC dialog? Before, when you'd initiate the dialog box it would activate the script, now i cant find any way to activate this, It just hovers over the NPC when they face me and I see the speech text, but no script activates, did i type the script in wrong or does the behavior have to be changed to accommodate?

Edit: I figured it out by messing with it.

Ideas / Additional "Fill" Command aspect
« on: February 12, 2016, 01:33:02 AM »
On fill commands it contains all of the parameters needed,
Status, region, measurement, excluding: etc, percent, seed, and finally block.
The great thing about it is you can choose to fill however much you want with a texture item. Like Multi texture, stain glass,all that fun stuff.

When you fill with it, it's always the default texture however.
Wouldn't it be great to have an extra perameter in fill, or other commands to be able to set the fill or placement texture? (If given block can have a changeable one)

Ideas / Zone-able effects
« on: February 05, 2016, 01:23:59 AM »
Probably not the best title but let's work with it.
I found it a bit awkward and difficult to make one zone have a weather effect, or even better a sound be played. Setting an "entry" or "exit" script are the only two ways it can be done, and even then it doesn't help.

Yes the weather effects themselves can be put to the area, that's easy enough I suppose but I thought it could be really cool to set it directly into a zone with really basic options (rain, fog, hail, snow, default  color, default intensity, high, low, all that)

Maybe even have a portion of the creative menu to set overall map effects like what happens when "weather" option is on. Think it would make things super simple and fun.

Creative Features / Lights and getting rid of them?
« on: January 15, 2016, 04:41:11 PM »
Hey everyone, back to TM after an absence, was working on a script before I left and forgot everything about it when I came back

Say, you have a script where there is a CCTV viewing a hallway, with torches on either side. The CCTV backs up every time to show a new set of torches and the previous being taken away and the area go dark. Horror movie style

I used the replace region script and commit after every one, there's about 3. The light effects stay and there's really mixed up blocky type areas of light and dark...

The type where you'd want to go to options and hit rebuild local light.. But there's no script for that.

 How do I get around this? I want the torches to be deleted and the light with it. Seems a bit much but it should be suuuuper simple. I just can't figure it out.

Asking for a friend... Totally not using this idea in a horror map of mine...

Bug Reports [Processed] / Two game startup / ending bugs
« on: September 01, 2015, 09:12:27 PM »
No idea how to replicate the first one, it's been random and I've seen it happen 3 times

-  Randomly I'll be doing anything, and all of a sudden my game ( that I'm hosting on XBL ends and says "the game session has been ended" or whatever it says as if you got disconnected from someone else's world. But this is my own world it happens to.

One time It happened right after I was quickly clearing blocks with the sledgehammer, my frame rate dropped and the game ended.

- This next one is interesting, seems that one of the times my game was ended and I tried to re host it again, I was met with all my options to start it or mess with settings either grayed out, or not even there. I had to dashboard and load TM up again to get anything to work. Couldn't even back out.
 -  I noticed this happening when you leave your own world then very quickly attempt to start it back up.

Bug Reports [Processed] / A few problems
« on: July 31, 2015, 03:17:34 AM »
All of these I've seen on Creative mode in the Rupture HD texture pack

-  I cannot find any way to fix this or replicate it easily but sometimes, underground on my map, NPC's that are placed in the ground phase through it and appear half in and half out of the ground, but you can still hit above them to talk to them.

-  (Unsure if this was addressed) NPC's on certain worlds didappear, to make them visible again go to the unlockables section

-  Remember that glitch where you place an interactive block or a marker or any type of block really and you move your cursor too fast so it deletes the nearest block? I saw it happen again. This time while I was placing bookshelves.

-  Strangest glitch I've seen so far was when I was messing around building a staircase, the game froze, then came back with low frame rate, then normal again, and a couple blocks looked like they were cut diagonally in half, on one half it's see through and on the other I could see every block texture in the game.
  * this happened in a line to a nearby tree, a very large line, and to cobblestone. Fixed by reloading the world.

-  I think the "Alien drone" sound is bugged in the ambient effects, I put it on and I heard absolutely nothing for a few minutes. I didn't text all of them but most seem to be working except this one.

Wasn't sure if I should post in bug reports, cause really I'm not sure what's going on and I can't replicate it.

I have a tunnel, underground which has stairs in the middle going straight, allowing me to place sun boxes under them to light it up without torches, I placed an NPC block right in the middle between these, yet the NPC clips through the ground and half of him is standing up.

It's the same if I put the block above ground, under another block, or anything else.

I tried placing cobblestone under the block too to close off any gaps below the spawner, but to no avail.
Even when I place the block next to it inside the ground with no gaps under it.

This is on rupture HD, and this only occurs when I save and quit, then reload the world. All other NPC's in the world (many) above ground are fine, except for this one area.

Ideas? Questions?

Bug Reports [Processed] / Slight problem (possibly?) with panes.
« on: July 20, 2015, 05:49:38 PM »
Light doesn't pass through panes very well. Not sure if it's a feature or not but the area has some light, just not as much as a glass block.

Also, probably hard to do or unable to but the edges of panes are hard to see, they're untexturized or see through, makes it harder to put a lot in a line or a wall. Might miss placing one.

Ideas / New update "post block" idea.
« on: May 27, 2015, 07:43:31 PM »
Posts show be able to use the same mechanic as cylinder blocks so you can place them sideways, I want to get this idea out quick before too much is added to the new update and it's released. Probably already thought of but as I said ^

Ideas / Spawn zones should be built up just a tad...
« on: May 16, 2015, 01:22:44 AM »
I'd love to see spawns be revamped up again, like how zones are already able to be specified as a spawn, and you can have many, and that they're proximity based (to my knowledge) but that makes things a little difficult.

I think it would be a good change to specify a "main spawn" where players spawn in.
And to set the "escape option" to a specific zone or the main spawn specifically, then use priority based options on the other spawns.

It can get kinda convoluted and confusing if you want multiple things in one area, and multiple respawns in different parts. Would probably help if you could somehow prioritize specific ones. (Not 100% sure what would be a good way to go about the priority spawns)

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