Decay: Solo Mission support #4
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unforeseen-consequences/featureful-campaigns#4
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This is mostly working after fixing a few issues and converting entities. There are still some blockers; descriptions TBD but scroll down and read through comments.
Remaining issues
c2m3toc3m1.multi_kill_managertomulti_managerwith#killentries; see https://github.com/FreeSlave/halflife-featureful/issues/49#issuecomment-4919338078Older content/discussion
In theory this should be possible given that Featureful supports Keller and Rosenberg. So far I'm able to load the first map and run all the way to where Keller and Rosenberg are supposed to show up, but nothing happens:
Running around with
developer 2, I'm seeing that the map is expectingmonster_kellerbut the SDK is providing Keller viamonster_wheelchairwhich may be the main issue:The best solution here may be to export the entities, replace any instances of
monster_kellerwithmonster_wheelchair, then import them and try again. See #3.Links
Update: replacing the entity did the trick and I was able to get all the way to the hazard course firing range and then to the elevator you have to manually crank. Some additional issues have cropped up however:
copyingor rather settingsound/debris/alien_teleport.wavfrom the sample Featureful modalien_teleport_sound falseinfeatureful_server.cfg.warpball.jsonfrom the sample mod, didn't fix it. https://freeslave.github.io/halflife-featureful/docs/configuration/warpball-templates/noclipand moving up to the firing range bridge to trigger it to fall.noclipping into the elevator didn't trigger anything - elevator interior wasn't rendered and Rosenberg was in his braced position floating in the air.Tested another hypothesis for why the
env_warpballs aren't producing monsters: tried to edit the origin of one of them to be higher above the floor in case that was preventing the monster spawn but all it did was play the effects at the new location without a monster spawn.After taking a look at the Blue Shift maps compared to the Decay maps, I've noted these differences:
Decay maps have the trigger point directly to the
env_warpball, which is what defines what monster it spawns. In Blue Shift, the trigger points to amulti_manager, which then points to both amonstermakerand anenv_warpball; in this case, themonstermakerdefines the monster to spawn, not theenv_warpball.Visually speaking, this is Decay:
Whereas Blue Shift has:
Most likely, Featureful only supports the Blue Shift pattern, so we're going to have to work out a process to update the entities via lazyripent, either in a way that updates an arbitrary number of instances, or failing that, a manual approach in newbspguy and then writing each instance in a rule; the former method would be ideal, since they're all just entities that we can access the properties of (targets, origins, etc.).