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The last original level (syndicate mountain compound) has a big dish platform that can be made hidden. Obviously, such objects/areas can be made to have pathfinding too. | The last original level (syndicate mountain compound) has a big dish platform that can be made hidden. Obviously, such objects/areas can be made to have pathfinding too. | ||
;More possible applications of env_show: | |||
* grids in front of ventilation shafts (a little door object could be an alternative) | |||
* ground/ceiling/objects for cutscenes that become partially destroyed | |||
* destrucable walls [http://www.youtube.com/watch?v=qgJUbPWX5yE like in Deus Ex 3] (trigger volume, replacing punch anim with punch-through-wall anim) | |||
=====breakable objects with BSL recognition===== | =====breakable objects with BSL recognition===== | ||
Broken env objects can be recognized by bsl command ''env_broken (ID_1, ID_N)''. However, this whole thing | Broken env objects can be recognized by bsl command ''env_broken (ID_1, ID_N)''. However, this whole thing requires additional code to work. | ||
An example is the training level. Let's | An example is the training level. Let's determine how we can set up such a thing. | ||
First we need a | First we need a [[XML:BINA/OBJC/TRGV|trigger volume]] like in level 1. | ||
<TRGV Id="11495"> | <TRGV Id="11495"> | ||
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</TRGV> | </TRGV> | ||
Now we need | Now we need the BSL code. | ||
var int inside_target_function; | var int inside_target_function; | ||
Line 631: | Line 637: | ||
: <!-- None --> | : <!-- None --> | ||
: NotInitiallyCreated | : NotInitiallyCreated | ||
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