Campaign Dev Questions

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Wordsmith
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Campaign Dev Questions

Post by Wordsmith » Mon Jul 04, 2011 4:57 am

I am currently working on a small campaign, mostly to try out all the editor features with the hope of making a larger one later, but have a couple of problems:

1. how do you add weapons into maps? I'm sure it's something easy (hope so anyway), but I haven't seen anything about it.

2. I want to have the player as a child, which I know involves making the enemies larger. But when you set proportions to 1 1 1 1 it goes all weird. Does anyone have proportions to use? And possibly power numbers? I noticed in Ancestral Tales, when playing as the Claire or the Fox (name's gone now) there were varieties of rabbit builds. Or is proportions something for trial and error?

I thank anyone in advance who answers my queries :)

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Ragdollmaster
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Re: Campaign Dev Questions

Post by Ragdollmaster » Mon Jul 04, 2011 12:03 pm

A new campaign, huh? Good luck with that, hopefully you'll be able to make something nice for the forums :lol:

About weapon spawning: I don't think it's possible to place weapons by themselves- I know you can spawn weapons on enemies by using Shift+X in debug mode (which will cycle between knife, sword, and staff respectively) and just use X to set the player character's weapon, but as far as I know, I don't think you can just have a weapon laying around somewhere, sorry :P

About proportions: They always need decimal points. So, if you wanted 1 1 1 1, you'd put in 1.0 1.0 1.0 1.0. Got it? But all 1's would be a normal adult rabbit. For a child, you may want to try something like 0.8 0.8 0.8 0.8. Finding the right proportions is pretty much trial and error. For power and strength, you should probably set them both to something similar to the body proportions (in this case, 0.8 for both)

Hope this helps! :)

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Jendraz
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Re: Campaign Dev Questions

Post by Jendraz » Mon Jul 04, 2011 12:08 pm

Ragdollmaster wrote: About weapon spawning: I don't think it's possible to place weapons by themselves- I know you can spawn weapons on enemies by using Shift+X in debug mode (which will cycle between knife, sword, and staff respectively) and just use X to set the player character's weapon, but as far as I know, I don't think you can just have a weapon laying around somewhere, sorry :P
This is true.

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Wordsmith
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Re: Campaign Dev Questions

Post by Wordsmith » Mon Jul 04, 2011 3:50 pm

Thanks for your help, I'll go try it out now :)
And sorry, I meant proportions set at 2 2 2 2 make it go weird. I've seen giants created, but haven't managed to do it myself. Maybe it's the missing point, I'll try that out as well.

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kehaar
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Re: Campaign Dev Questions

Post by kehaar » Mon Jul 04, 2011 8:04 pm

also, you can save npc's at all different sizes and shapes, but your hero (pc) always reverts to standard Turner size when the map is reloaded. :(

So if you want to make a big hero, you just make all the other characters small; for a smaller hero, all the other characters are just made bigger. Works pretty well, with some odd effects on relative size of weapons...

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Wordsmith
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Re: Campaign Dev Questions

Post by Wordsmith » Thu Jul 07, 2011 4:15 pm

thanks all for your help. I've gotten the sizes pretty much worked out now.

Now for problem #2 - Dialogues
I understand the commands and how to put them into a map, and have done so with one of the already-made ones (except my rabbit didn't teleport where he was supposed to), but whenever I try one of mine, all that comes up is the colour line on the dialogue text file.
Also, I'm not sure how the "press numpad 1-10 for head target" and "press 1-10 for who is saying each line" works.

Are there any other dialogue commands not in the readme? I've already been to the wiki and got those ones.

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kehaar
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Re: Campaign Dev Questions

Post by kehaar » Thu Jul 07, 2011 5:45 pm

Are you on Mac or PC?

For Mac, I put this together a while back. Dialogue for Macs thread. Hope that's a little helpful...
The numbers above the qwerty keyboard are mostly critical when you walk up to an npc-- they correspond to the spawn number of the npc, so if you want to talk to the 4th guy you made, you need to use these keys when you type in:

dialogue ##(outcome of conversation-- like fight, win level, etc)(4-- spawn number)dialoguename

(EDIT-- I might have the effects of those numbers in the wrong order-- check the wiki again)

The head movement stuff is for moving heads when you "film" your cutscene... this is done on the number pad, and is very handy for dramatic stuff and for making the characters actually look like they're having a conversation.

For PC, there's a fantastic Dedit thread.

For strength, speed, and damage resistance, here's another old post that may be of some use:

"Yeppers, when you're building levels you can mess with all kind of stuff on every character: change speed, size, proportion, "armor" (against sharp things-- though the maximum I ever got is up to 8 sword slashes) blunt force tolerance ("protection" -- seems like the sky's the limit on this) color of clothes and skin by using "tint"...

Of course there are limits to what looks realistic-- anything above about 1.2 speed starts looking cartoonishly fast, for instance. And the idle animation looks like the character's in an old undercranked silent film-- totally corny Keystone Kops style.

The .png armor art has no effect on how much damage a character can tolerate, btw-- it's just clothing like a shirt. But in conjunction with a leetle boost in assigned damage resistance it's a really cool effect-- looks great, and protects the wearer like, well, armor.

one glitch I got a kick out of was typing in a really bright tint like tint 0.7 0.0 1.0, then typing: clothes lonsleeve <---(NOTE MISSPELLING) Then you can add more layers of the same tint and the color gets even more intense.

This makes your entire fur an awesome silly purple, or whatever. Looks great on white bunnies and wolves. Easter!!!"

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Wordsmith
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Re: Campaign Dev Questions

Post by Wordsmith » Thu Jul 07, 2011 10:05 pm

Thanks heaps for the information :D

I'm on a mac so your thread was helpful. I'm going to give it another go now.

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kehaar
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Re: Campaign Dev Questions

Post by kehaar » Sat Jul 09, 2011 12:13 am

you're welcome! Let me know if you need any other help. I'm really rusty at it, but I sort of remember some stuff...

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