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Thanks, I am afraid the city looks rather incomplete without additional design. I am trying to concentrate on all details at once. I am done with 50 new creatures, the map is ready, now starting the battle scripting (and of course I need to replace land mines, blind, with explosive and grenades)
Last creature, a thief, I extracted it because I found the animation quite unique, and some happy dangerous chick:

And some pirates, of course, as I have some water:

Nice creatures. The assasin is awesome and the weapon of the girl looks deathful )
Ok, I am done with creatures, 54 in total, now starting on serious things, as selecting sounds and abilities (have to choose between 1000+ collected).
(last screen)
Is there any possibility to script "getting hit" sound with BG:A? I see "walk", "attack", "defend" and "shoot" but not hit.
I's somewhat of !?MF0 (monster taking physical damage). General hitting cannot be intercepted.
Ok thanks I will add new 82M files for hit.
I have another problem

:
I use animated gifs for choosing spells, but there is a box I don't need or do not have idea for what to use it. How to set a fixed text in it and do not allow player entering anything?

D#/$1/$2/
Try to user 0 in $2.
Thanks

Thanx to you for the work )
McKay will be able to choose between 10-15 actions on battlefield (the heros have never spell book, spells are launched by creatures)


Hmm...those quick sand and land mines give me headache.
!?BR&v997>=1;
[......]
!!VRy1:S1 R183;
!!VRy2:Sy1;
!!VRy2|y1=16/y1=17/y1=33/y1=34/y1=50/y1=51/y1=67/y1=68/y1=84/y1=85/y1=101/y1=102/y1=118/y1=119/y1=135/y1=136/y1=152/y1=153/y1=169/y1=170:+2;
!!BM0:Q1/y2/1; **Q0 for quick sand
Problems:
1) it shows only on grass (?)
2) Friendly units get hurt in them, enemy units ignore them. (they pass through)
3) Where I am wrong?:36:
There is a solution to make it cast by hero but then I get 4 mines and I want only one.
!!BH0:C11/y2/1/0; **works but place 4 of them.
@Edit: got it working with !!BH:Q0/y2/1; lol, so many options, I get lost
More interesting options, does not even need check, land mines and quick sands cancel them selves if obstacle or monster:
!?CM4;
!!CM:S?y6;
!!FU&y6<>13:E; **disable casting when moving
!!BG:N?y5;
!!CM:D?y2;
!!BH0&y5=0:Q1/y2/1;
!!BG&y5=0:A3; **cast once/turn
I love ERM:) So far, it seems that QS and LM casted by monster have no effect. Only by hero
Update (just to keep me motivated)
Finished the stargate traveling (78 symbols used, 11 possible destinations) and now working on the Command center within Atlantis city:
Credits (funds) will come from external trades routes between Atlantis ans other cities(planets) withing Pegasus Galaxy. Some possible use for funds:


Click right mouse on defend box to jump, then click right on surrender to heal, then CM:R0 to disable, then click left on hero then CM:R0 again to reload guns, click...click...click again and again?
No!
Now you click on aid box to heal, and on AMMO box to recharge guns, count AMMO left, grenades, explosives. One click, thats all.


My first attempt to animate objects:
Added one to replace tavern, animated Ship engines, animated and changed stargate model, updated city Bmp with steps.

Dont laugh
I will add a static visual effect on the two objects on the left then I am done, as I can't do better than that.
Not bad! Valery, by the way, i will begin to work with your graphic material very soon. May be it will be on next week. Can your send me your icq, if you have
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