#fallen-aces-modding

1 messages · Page 4 of 1

proud night
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Thanks

proud night
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When making a level with a big outside area, do you make the land first or the buildings?

sly steppe
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Asking Chat gpt to generate a fallen aces map

echo oyster
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But i tend to roughly blockout the terrain, then add buildings

proud night
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How do you know what size the terrain is going to be?

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Do you just simply make a massive square and just plop down structures on top?

echo oyster
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But again, it delends on what kinda of map youre making

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There's no single correct approach

proud night
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I've had an idea of making a small town map that's designed like a averaged sized urban Midwest town

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Kinda like this

echo oyster
proud night
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How do you make a building you can enter in? Like every building in the base game?

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Is it the same method you just said

echo oyster
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Large, closed off interiors (like the moth n flame) can also be made with normal sectors

proud night
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Does the exterior terrain act as a extremely giant room for different buildings. Because you need to have a door frame to connect different rooms together.

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I also have trouble making the exterior of a building because of that problem

echo oyster
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Just make the building on top of the base, using inverted sectors and layers

proud night
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Oh

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Like make very small rectangles that connect to each other to mimic a building

echo oyster
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Yknow what an inverted sector is?

proud night
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Yeah

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You click a sector, activate the y plane option, and stretch it until it's a 3d object

echo oyster
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Yeah

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So you can build with those

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You can have walls, ceilings, floors made up of these

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And they form a building together

proud night
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The og ace Ed tutorial doesn't really talk about this stuff

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It's just basic rooms and logic and whatnot

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Hope someone makes a more informative tutorial in the future

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More advanced geometry stuff

echo oyster
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God, you gotta read the sdk documentation💔

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Hold on a second

proud night
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I really should use this more when I'm trying to make a level

vocal solstice
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Is there any way to get fire to be put out via an event

tawdry parrot
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what if chapt 3 was real?

proud night
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Hi Trey powell!

halcyon cargo
tawdry parrot
#

No but I lived very close

proud night
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It could also look like Cleveland ohio

tawdry parrot
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The bridge in chapt 2 is based on a old draw bridge in Cleveland

proud night
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Really? Neat

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Nice to see some representation of my state

tawdry parrot
proud night
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Any stuff inspired by Toledo Ohio in fallen aces?

tawdry parrot
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Never been. At least I don't think

proud night
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Ah

echo oyster
spiral fern
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Okay so I'll put the WIP side by side with the actual level

echo oyster
#

yo don't get image perms until you reach the mook role

spiral fern
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💔💔💔

echo oyster
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and you get that after sending like 100 messages

spiral fern
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I joined awhile ago i just forgot to talk

echo oyster
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BUT there is a modding server, i could send you an invite to that

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no roles required

spiral fern
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yeah that would be useful

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please

echo oyster
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and a lot of expierienced workshoppers are also there

echo oyster
vocal solstice
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im trying to make a gate close and lock on an event trigger, i've got the gate locking fine on the event trigger but it will not close on "Close on event"

teal axle
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is it a single door?

echo oyster
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Ok wait i think i found your problem

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Do you have a single event to lock and close the door?

frank flicker
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for some reason it looks worse

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old one for comparision

tawdry parrot
vocal solstice
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It’s a single security gate door. I tried using the same event to close and lock originally. I then tried to copy how you did the event doors on bloodrust. Setup a script that executes the two events for closing the door and locking the door with an event trigger, triggering the script. The door locks fine but does not shut. Now that I think about it. I’m pretty sure I tried just doing a door close event and it still didn’t work

vocal solstice
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It is

echo oyster
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For some reason swinging doors don't work with close on event

vocal solstice
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Oh ok Thank you

halcyon cargo
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if i wanted sky would i do it this way or do like skyboxes exist

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is umburgh in a giant cube

echo oyster
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Go to global settings, there's a tab for skyboxes there

halcyon cargo
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one no was enough but okay

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i swear i checked global settings

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oh i thought it was a sub tab

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like it'd be here but okay

echo oyster
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It's split between all these and skyboxes soecifically

halcyon cargo
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what about the fog

frank flicker
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welcome to the editor btw

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we always need more maps on the workshop

halcyon cargo
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thanks i have an idea for what i want to make but know im probably never gonna be able to

frank flicker
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we believe in you

halcyon cargo
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a small but relatively packed part of a town with a couple different factions you join, they send you on fetch quests or to do hitman work and if you have say 500 dollars you can leave (so ideally you'd make a new account to play it)

echo oyster
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You might just pull it off

halcyon cargo
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i think i've learnt how to make a goon spawn when you break a trashcan

echo oyster
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That's something ❤️

halcyon cargo
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guys does this mean we'll get 7 fallen aces sequels

echo oyster
halcyon cargo
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oshrey actually is working to hire a necromancer for when powell inevitably dies

echo oyster
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I need MORE money i want a THROTTLION DOLLARS

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I NEED MONEY AGGFSSS CAPITALISM!!!!!

frank flicker
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a contract in newblood says that any developer's soul after death will be trapped in dave's personal purgatory in which they'll be forced to work on their games forever

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dave oshry is confirmed to be immortal btw

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he has the source of immorality, he inherited it from ancient greek alchemists who kept it a secret, but dave's great ancestor - davillion osherllich, managed to take the secret and buy it for a price of 1 goonillion dollars, he then kept it as a family relic in the oshry bloodline, until eventually, dave oshry, in his quest for immortality, used it to become the king of newblood underworld

halcyon cargo
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and already history has repeated itself like it did with jack

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sorry to get your guyses hopes up

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probably less trolly

echo oyster
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Stop that

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Fallen aces map is actually trey's personalised circle of hell

halcyon cargo
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who knows maybe whare house kidnap is a bloodrust rivalling masterpeice the guy just tripped at the finish line

echo oyster
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Big machine mook = big difficult= big good

halcyon cargo
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all this shit is/was in my chapterinfo.txt file should i remove it to make way for title order and worldfilename

proud night
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How do you change the palette of a goon? Do you just put in a singular number in the palette box or what?

echo oyster
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What is that doing in your chapterinfo

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Were you saving your progress there?

frank flicker
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heres the numbers and their respective colors

proud night
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Thanks

echo oyster
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DO NOT REMOVE THIS!

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this is your world file, the game loads the level from it

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it contains everything in your level (sectors, things, tags, events etc.)

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i assume that you have been saving your progress to the chapterinfo, which is not where you should be saving it

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rename the file you currently have to whatever the hell, and make a new file called chapterinfo.txt

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chapter info contains some info that affects things outside of the level itself

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loading screen music, level name, stuff like that

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put your title and world file name into that new chapterinfo file

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the world file name is the name of that txt file with all the proper level stuff in it

echo oyster
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lunch break

halcyon cargo
frank flicker
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will the stretch button work on floors in the future

halcyon cargo
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this means i have 2 world files doesnt it

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should i remove coconut or somethinerother

echo oyster
halcyon cargo
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i'd assume somethinerother, considering that one has more text

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clicking it does nothging but this is certainly a start

echo oyster
halcyon cargo
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i went with somethinerother because coconut had no mention of an enemy, and the level thus far is a big box with a mike spawner and a trash can that, when it breaks, should spawn a single unarmed goon

echo oyster
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so, make a chapterinfo and you should be good to go

halcyon cargo
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oh silly me i forgot to rename the chapterinfo to direct to STO and not coconut

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and it still dont work

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i think i need to move a file

echo oyster
halcyon cargo
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chapterinfo

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this is what the text inside it looks like

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and heres what the 2 folders look like

echo oyster
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huh, looks good

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let's see the folders

halcyon cargo
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your lookin at them

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wait do i need to capitalize the i in chapterinfo

echo oyster
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i honestly have no idea

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maybe

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it might be it

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let me check

echo oyster
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try changing it to 1

halcyon cargo
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changed episode and chapter info order to 1

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nothing

echo oyster
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... damn

halcyon cargo
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this isnt normal for backups is it

echo oyster
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uhhh what the hell

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why is there so many folders

halcyon cargo
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idek

echo oyster
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you need this line at the end of your chapter info
always_unlocked = true;

halcyon cargo
halcyon cargo
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i dont think this comptuer wants to make FA levels

halcyon cargo
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man this is a load of horse excrement

frank flicker
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it's natural

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throttlin gooning also had a rough start

echo oyster
halcyon cargo
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this sucks i dont know where to go from here

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do you guys think the loading and poster images being nowhere near their required size has something to do with it

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cuz the amc gremlin picture i used for both of them is 1200x641

echo oyster
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i honestly have no fucking clue what is going on

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always unlocked didn't work?

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i don't know, might as well try deleting them

halcyon cargo
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deleting what, the poster and loading?

echo oyster
halcyon cargo
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for all its worth when i hover over the chapter theres no name

echo oyster
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now this is a stupid thought, but

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all the chapter infos in the base game have no capitalization

halcyon cargo
echo oyster
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so.. maybe try that

halcyon cargo
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still dont work

halcyon cargo
echo oyster
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what does your episode info look like

halcyon cargo
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see how theres no name for the

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wait

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THIS is my episode info

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this is my chapter info and im now realising the quotations are different and that may be it

echo oyster
echo oyster
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you are supposed to add always unlocked to the chapter

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not the episode

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that is it

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you added it to the wrong spot

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.. damn

halcyon cargo
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okay

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should the quotations be like " or the fancier tuff as seen in herpderp

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i think its supposed to be "

echo oyster
halcyon cargo
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yeah that could be it

echo oyster
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it doesn't let you into the level because you don't have it unlocked

halcyon cargo
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nothing happened!

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i changed it

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it

halcyon cargo
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i have a feeling the directory setup is gonna be the hardest part

halcyon cargo
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you'd think as time marches on the tools to edit games would become easier to at least set up

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had more fun settin up jack than this shit

halcyon cargo
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trying again with a new set of folders

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the reason i even report this is because a title appears, something that didnt happen previously

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can a glassheart goon with too much acesed knowledge break into my house rn and set my folders up correctly before beating the shit outta me

echo oyster
echo oyster
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Zhigild's business sector is certainly much worse off than it's industry, as most people are too impoverished to afford anything more than food and water

halcyon cargo
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is zhigild like a town or does the car company own the town or should we know

echo oyster
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Bought out a shit load of land near umburgh and made a city centered on pumping out cars

echo oyster
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hey uhh, is there a way to control fog with scripts?

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i don't want the fucking blood mist in my train station

median mason
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We're going to add a special Thing that'll handle changing fog

echo oyster
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also, hotch and heavy progress update : IM GOINF GUCKING INSANE EDITING THIS BITHCHASS LEVEL BECAUSE THE BADEED DECIDED TO MAKE EVERYTHING EVER SO SLIGHTLY OFF CENTER, AHSDAHSDAWHUDAUWU

proud night
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How are you guys even editing the same level together

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Are you just sending him the world file occasionally

proud night
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How do you connect floors that are different heights from each other

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I'm trying to make a hallway that connects to a room with a ladder that connects to a higher room

echo oyster
echo oyster
stuck hazel
sage summit
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It is

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only really works if you work at different times

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and always make sure the latest version is pushed

echo oyster
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hey, does anyone know where the messages from the "ShowDebugMessage" script function are displayed?

echo oyster
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Among the grime and filth of Zhigild's automotive sector, the Saint Andrey train station stands as a bastion of comparable tidyness.

proud night
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How do you give items to the player upon spawn?

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It's a script right?

tawdry parrot
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You have to put it in the ini. script

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Check chapt 4 and 5 ini files to see how it's done

proud night
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Thanks!

echo oyster
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this new "telephone" doohickey AIN'T replacin' the telegraph, im tellin ya

earnest rockBOT
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@dark flint, please keep all discussions in English.

echo oyster
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hey uhh, im having problems with my custom level randomly crashing

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it crashed in the middle of a scripted ambush, it seems to be somehow tied to a specific area

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Here's the level file, the ambush is in the big buidling you spawn in front of

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and uhh the crash happens specifically when fighting enemies in the part of the building with the skylight

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the game just sorta freezes, so i didn't get a crash log

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oh right , the script is probably important too, this here is the whole level

echo oyster
frank flicker
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which is the better way to make doorframes with inverted sectors

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(asking primarily to know which is easier to texture)

echo oyster
sly steppe
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Should I add a number Zero for this combo-puzzle

glad swift
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If I want to see the official levels inside the AceEd Editor, should I load level1.txt, for example?

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That's weird. Why can't I send images? In this channel

sly steppe
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yes

frank flicker
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you might want to consider joining the modding discord

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on account of there not being a level limit to image perms

echo oyster
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haven't given you fellas any updates on hotch and heavy in a while, but i got some big news to make up for it. mike can now achieve his childhood dream of being a train engineer

echo oyster
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Sector lighting is very cool

frank flicker
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what causes this

fiery tree
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Did this happen right as you created the sector?

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it's a wall that had its visibility unchecked in properties, but i assume you didn't do so intentionally

frank flicker
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dont remember removing the visibility but the obvious solution of drawing a new sector fixed it

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i musta had another stroke again i guess

earnest rockBOT
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@ashen raptor, please keep all discussions in English.

echo oyster
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hey, to any fellow level creators out there, make sure to check out the ghostsignmaster texture

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it's very freaking useful for buildings

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look at alla that shit

frank flicker
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i can spell throttlin gooning anywhere i want now.........

echo oyster
echo oyster
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i fucking hate living in the zhigild metropolitan area, what even is this bro💔

viscid tinsel
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those shards got into people’s throats man

echo oyster
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anyway, zhigild lore drop, this time in the from of picket signs

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or well a texture for picket signs

frank flicker
echo oyster
echo oyster
#

hotch and heavy's got custom assets now!

frank flicker
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mods dont seem to change the consumables sfx, is this intentional?

echo oyster
#

literally infinite easy grass glitch unpatched 2025

echo oyster
sly steppe
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@echo oyster

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Theres some missing walls

echo oyster
stuck hazel
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124 MB cursed

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Does it come with custom soundtrack or something?

echo oyster
#

Sounds

frank flicker
viscid tinsel
#

jesus christ

echo oyster
frank flicker
viscid tinsel
#

how the fuck do you reach 4gb

echo oyster
#

Crystal radio set for sale, cheap is truly an icon of fallen aces community lore

frank flicker
viscid tinsel
frank flicker
#

probably alongside chainsaw bears

echo oyster
#

Hotch and heavy part 2 will actually feature all the content of the acesdata folder to pay tribute to our fallen soldier

frank flicker
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never fugged

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rest in powell

viscid tinsel
#

ok but where do you put it on the iceberg

frank flicker
viscid tinsel
#

i see

echo oyster
#

fuck, that means that like half of the file size is just textures

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insane

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not even sprites, just textures

fiery tree
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I've discovered very quickly just how much space aces textures take up when making a dusk map based in fallen aces

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it is the single slowest map to load on the dusk workshop because the textures take so long to load

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high quality assets will do that

viscid tinsel
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really? damn

fiery tree
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It wasn't a recreation

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Original map

proud night
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Ah ok

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Are you still making it?

fiery tree
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Its up on the dusk workshop

proud night
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Oh lol

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I thought you were talking about a fallen aces workshop map

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Have you tried out the fallen aces editor?

fiery tree
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You could say that considering i work for new blood and help with aces levels yea lol

proud night
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Oh I'm talking to an employee

rapid sable
#

how do you make notes?

frank flicker
# rapid sable how do you make notes?
  1. create a note thing
  2. create a note decal
  3. have the note open from an event, for example, event onexamplenote
  4. have the note decal as usable, then set the event on use as whatever number onexamplenote event is
  5. go to your levels folder and create a "Notes" folder, there, copy an existing .txt file from a base level and insert it there, change text as needed
  6. go to the note thing and set the path as the path of the .txt file
rapid sable
#

thx

echo oyster
#

Urban hell is neat and all, but it is nice to take a breather every once in a while, isn't it?

echo oyster
#

works perfectly fine in editor, freezes once the loading screen is almost complete in game

fiery tree
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you seem to have an untextured rock there. i vaguely recall that being an issue for me once

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try either texturing it or removin it

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@echo oyster

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this one

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not saying this is 100% the issue but give it a shot

echo oyster
#

also what kind of black magic is this game even running on, holy crap

fiery tree
#

i assume its because despite having default textures in the properties menu, they are not actually assigned to the rock when it gets spawned. compare thing 51 and 53 here. 53 is the problematic one

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i aint the programmer tho

echo oyster
#

Huh

echo oyster
echo oyster
frank flicker
proud night
echo oyster
tawdry parrot
echo oyster
#

i know boss, i just couldn't be bothered to move it before recording

tawdry parrot
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looks good tho. I'd recommend putting some more lights along the trail. That shits dark.

echo oyster
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oh the main track is well lit, it's just that the gorge is more of a secret path

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as it skips a bit of the level

frank flicker
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is enemies being able to walk through breakable geometry intentional?

echo oyster
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.. should

frank flicker
#

i chose include and now they dont walk through it

echo oyster
#

Truly a uhh fa moment

frank flicker
#

aced black magic

median mason
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Include means “take this into account when baking the nav mesh” so it’ll be an obstacle permanently, you could instead use a nav mesh obstacle Thing and make it disable upon the geometry breaking

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That way they’ll walk through it but only once the geometry breaks

echo oyster
#

it's the small things that make the difference, huh

echo oyster
#

Hey map creators, don't sleep on point lights!

echo oyster
#

I feel like im breaking the fundamental laws of the universe with this shit

echo oyster
frank flicker
#

why is it spelled correctly

echo oyster
echo oyster
echo oyster
echo oyster
echo oyster
#

Hey, I am wondering if there's an elegant solution to this obscure ass problem I have

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I basically want to link 2 normal sectors on different layers, but the sectors are overlapping

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So i have this rock right here, which is a line of a normal sector, and a cave inside the rock, which is also a normal sector

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The portal jank im doing kinda works, but im just wondering if there would be a more elegant way to do this

fiery tree
#

on each side

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block the hole off with inverted sectors

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you can use inverted sectors as a way to fill any inconvinent gaps as shown in your screenshot

echo oyster
#

huh, that works

echo oyster
#

Train station, real western type shit

echo oyster
#

Hey uhh, is pop in normal with flora models or is that me doing something wrong

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Got some of those 2d variants and some of them pop in and out of existence when the player moves

tawdry parrot
#

That's normal. Performance thing.

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I'm suprised nobody's messed with the salesman or buyable items in their fan maps yet.

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It's really easy to set up.

echo oyster
frank flicker
echo oyster
#

Ooohhh yeah, now that's cozy

stark path
#

do you guys write scripts in plain notepad with no auto complete and formatting?

I was looking into configuring some text editor to do that but maybe it's already done

echo oyster
frank flicker
#

sometimes the scripts work sometimes not

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but i usually just copy the existing ones and do some changes to the functions so it almost always works

echo oyster
stark path
#

cool, thx guys

echo oyster
stark path
#

no promises

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need to get my mook role back

stark path
echo oyster
stark path
#

thats a commitment

echo oyster
#

Check out hotch and heavt

echo oyster
echo oyster
stark path
#

but is there a fireplace

echo oyster
#

and maybe there wil be a chimney to drop down from

stark path
#

santaclausing, yes

echo oyster
#

this here has gotta be my favourite area, tho

stark path
stark path
#

i was using that, better than just notepad, but still.

to be fair i didn't try to configure anything there though

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anyway, configuring sublime now

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feels like more extendable and configurable

echo oyster
stark path
#

autocomplete for events and tags based on level txt file

echo oyster
#

oh wow

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holy shit

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are you gonna bestow this sacred knowledge upon us when you're done?

stark path
#

i'll put it on github tomorrow

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i don't think it's properly configured yet though
but i can patch it later, whatever

echo oyster
#

oh this is gonna be good

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how are you gonna go around adding in the proper parameters?

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do you have to put the parameters for each function in manually or is there a way to like get them from the existing scritps automatically or whatever

stark path
#

adding in the proper parameters?
not sure what that means

median mason
#

Very nice, that'd be handy for me too lol

proud night
#

Yo bingass, was the small shack always in hotch n heavy or did you add it in a update

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The one with the ||sawed off||

stark path
#

haven't tried to actively use it myself yet, so don't know how helpful is it actually

but for sure there are:

  • missing functions in autocomplete
  • wrong arg names for some functions (i have no idea what half the functions do and what they accept as parameters)
  • no docs for all the functions except 2 (same reason)

first we need to see if it at least does something

stark path
echo oyster
teal axle
#

and for sublime text too

#

serezha you're the goat

stark path
teal axle
#

not yet but will definitely do later

stark path
#

nice

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we need to check if it works at least and doesn't break sublime

(works on my pc, but that doesn't mean shit)

#

have you released your map yet?

echo oyster
#

little fireplace

teal axle
#

i don't think it's missing any function and makes things way easier

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only thing that i'm not even sure can be done is that in functions like ShowCutsceneBars, which use either 1 or 0, have 1 by default instead of "enabled"

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but that's just me nitpicking, it's awesome catsup

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and no, sadly the ancient hdd where i had my maps in died but i'm planning on making a new one

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the one i was working on was kinda scuffed tho

stark path
# teal axle i don't think it's missing any function and makes things way easier

In terms of features - yeah, I don't know what else would be useful

it would be nice to have description with examples for all the functions when you hover on them, but that can take a while. no way i'm gonna describe all engine functions myself

same for function parameter names - i haven't check if all of them make sense, most likely there are names that don't reflect the purpose of the argument

stark path
#

for ShowCutsceneBars, SetCutsceneModeForHands, SetGodMode

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idk if there are other functions with single bool param

stark path
#

thank you for playtesting the plugin

#

that was my quarterly contribution to fallen aces community

teal axle
#

and we thank you for it 🙌

teal axle
#

but i'm curious about what the last three arguments on SpeakDialogue are for

#

found two more arguments for the function, fourth one seems to make the radio appear

#

1 briefly, 2 stays on screen

stark path
# teal axle i don't think it's worth the headache - most of the functions are self-explainat...

i was confused about '&' thing. I think Jason did say that this is to explicitly say "this is a string", but like we don't have to use it for local / world variables, what is the difference then

also , what is normalized in GetHitpointsNormalised
or, what is disturbance in createDisturbance
or, what does SetLayerGroupEnabledState do
or, what are the other states in SetState (in current levels the only possible value is 'shitting' i think?)

this type of thing

(but yeah, i guess there is no documentation needed for Greater or Less)

teal axle
#

yeah, at the end we only have what we can see being used in the levels

echo oyster
#

It is used for the shop bell in the chapter 3 bar and el oshcuro in the chapter 1 comicbook shop

stark path
#

nice, thx

frank flicker
stark path
#

what's tg2

frank flicker
#

throttlin gooning 2

#

sequel to the worst workshop level

stark path
#

will it be worse?

frank flicker
#

absolutely

stark path
#

nice

echo oyster
stark path
#

yup

echo oyster
#

i see

#

i could probably do some research into the more mysterious functions, i'll do that later

stark path
#

very nice ✨

#

at this point it's up to the channel - you can suggest improvements/fixes here and tag me

or do the pull requests yourselves - also fine

echo oyster
#

haven't really used it properly, but even after messing around a bit, i can tell that this will be amazing for scripting

stark path
#

yay

thx

stark path
#

requesting feature to give/take specific amount of money to/from player via script

stark path
#

Main()
{
    If(Less(0.5, 1))
    {
        ShowNotification("0.5 is less than 1");
    }

    If(Greator(0.5, 1))
    {
        ShowNotification("0.5 is more than 1");
    }
}

both conditions return true 🙁

teal axle
#

shouldn't it be greater?

#

or is greator also a function

stark path
#

my bad

#

(strange that 'Greator' didn't cause script to fail completely)

teal axle
#

fallen aces works in mysterious ways

#

also any reason you have these two as functions and also as snippets?

stark path
#

I think because i have them as autocompletions they display as snippets, but then if those methods are also used in your files they are mentioned as functions as well

i haven't checked if i can adjust it, but i'll make a note

teal axle
#

oooh i see

#

that makes sense actually

#

it's no biggie just got confused

stark path
teal axle
#

great work 🙌

median mason
# teal axle but i'm curious about what the last three arguments on ``SpeakDialogue`` are for

There's two different ways SpeakDialogue parameters can be set

SpeakDialogueOld(int taggedEntity, int dialogueId, int dialogueType, bool waitForDialogueToFinish, int priority)

SpeakDialogueNew(int taggedEntity, string voicelineName, bool waitForDialogueToFinish, int priority, bool overrideEqualPriority, Voice.SpeakThroughRadioSetting speakThroughRadio, bool skippable)

public enum SpeakThroughRadioSetting
{
    DontSpeakThroughRadio,
    SpeakThenPutaway,
    SpeakButDontPutaway,
    SpeakButDontShow,
}
median mason
# stark path i was confused about '&' thing. I think Jason did say that this is to explicitly...

The & means to treat the input explicitly as a string and not as a variable. Just incase there's a variable with the same name

GetHitpointsNormalised will set a variable with the current hitpoints of an enemy normalized between 0-1 ( 1 being full health )
SetLayerGroupEnabledState is an obsolete function
SetState is currently only used to make the Goon sit on the toilet and to make Delia sleep at the hideout

teal axle
#

i really hope i'm not mistaking functions here

median mason
#

Those are world variables set in the init script of the hideout, they contain the tag used for them in the map

{
    // Setup variables that can be used elsewhere in the hideout.
    SetWorldVariable("blake", 18);
    SetWorldVariable("delia", 40);

...
#

It's just easier to put "blake" than remember that tag 18 is Blake

teal axle
#

so you can reference the variable both by tag and name, right?

median mason
#

Yeah if you store 18 in “blake”, everywhere you use “blake” will be replaced by 18

stark path
stark path
echo oyster
#

(GetHitpoints)

#

Oh and are there any other events for TriggerEventonEvent than the player killing an enemy?

stark path
#

Regardless of actual number of hp

#

Just guessing

teal axle
#

i wonder if it would also work with breakable geometry

stark path
#

speaking of geometry, there was this thing when movable geometry kinda breaks and instead of geometry itself there is some black shape that is moving

was it already explained what happens and how to avoid it?

#

often happens (at least for me) after you restart the level (but not in the first run after restart)

#

maybe conflicting sectors or something, idk

teal axle
#

no clue, it somehow fixes once you continue to make layers and sectors

stark path
#

whoa

frank flicker
#

aceed black magic as usual

echo oyster
stark path
#

really pretty

#

does it look worse if you put fire sprite there?

#

also, ive never noticed dust before. Is it everywhere by default or do you have to explicitly put some volumes with dust on your level?

echo oyster
#

so i make a cylinder of dust, basically

echo oyster
echo oyster
stark path
stark path
#

i don't remember anythin

#

🙁

echo oyster
#

the three cylinders

#

pretty funny how like everything is just a cube

#

godrays too

stark path
#

godrays?

#

oh, looked it up

#

i didn't know such word

echo oyster
#

ah

stark path
#

very educational

echo oyster
#

you can truly learn a lot from making fallen aces levels

stark path
#

i know at least 1 more word now, true

thank you fallen aces

#

amen

stark path
echo oyster
#

couldn't find it, tho

stark path
#

AppData\LocalLow\New Blood Interactive\Fallen Aces\Player.log

#

this one i think

stark path
#

are benedettos supposed to be not aggressive by default or do i need to explicitly configure it somewhere?

echo oyster
#

And you aren't in a restricted area, of course

stark path
#

nice

#

very nice
thanks

stark path
#

yes, this is exactly what i needed

#

very thankyou

echo oyster
stark path
#

do you spawn it or do you teleport it from somewhere?

stark path
#

🙁

stark path
#

no way only us two have this issue and everyone else moves geometry just fine

median mason
#

Any footage of that will be helpful

stark path
#

one sec

#

like this (very old message)

stark path
stark path
#

anyway, let me know if i can get you anything else - new footage, level itself, maybe there are some logs i can collect, whatever

i can do that tomorrow

teal axle
#

it's pretty easy to replicate, at least on my side

#

and i actually don't know what fixes it, i just guessed it had to do with that since it only worked once i forgot about it for a while

median mason
stark path
#

(i hope it will be a case of "you inverted the sector wrong")

teal axle
#

how would one invert the sector wrong

#

also serezha any reason you are throwing yourself into the void instead of reloading the level through the episode selector monke

stark path
stark path
#

but the issue is reproduced either way

stark path
#

why else would one add a poster for this level

teal axle
#

true true

#

sorry for doubting your artistic choices 😔

stark path
#

I should've at least done 360 while jumping 😕

#

missed opportunity

echo oyster
#

On that old BLOODRUST screenshot shit rn

teal axle
#

peak

echo oyster
#

BingAss cozy space evolution

proud night
#

What's the second image from

echo oyster
#

Just an apartment with no actual gameplay

#

Didnt work on it that much before switching to BLOODRUST

stark path
#

how did you get into editor beta test?

echo oyster
#

The absolute lead poisoned acehead i am, i applied

#

And i got accepted

stark path
fiery tree
#

Nah. We just asked whoever wanted to try it

#

showing interest was the only requirement

stark path
#

nice

echo oyster
#

Yeah, we were kinda just there to screw around, than the devs made the documentation based off the most common questions

#

Pretty neat that i got to help out in the creation of my favorite game, no matter how tiny the contribution was

stark path
#

that's nice also

fiery tree
stark path
#

did you guys find any bugs in beta test, or did it just confirm that the editor is good and stable enough to release?

echo oyster
fiery tree
#

Just looked to confirm - the documentation google doc was made in may while the editor released in june

#

i remember writing a good chunk of it myself

#

maybe we just didnt give it out immediately, dont remember that part too well

echo oyster
#

it freezes on the "creating sectors" message in editor

#

so, very strange update, it freezes on older back ups as well

#

it doesn't freeze on other levels

echo oyster
#

i don't know im just desperate to get this dumbass level working

fiery tree
#

I'll give it a look

echo oyster
#

thanks

fiery tree
#

I deleted a chunk of sectors and loaded the level

#

Lucas may pinpoint the precise bug later but for now i'll narrow down the sector causing it with binary search

#

then i'll delete it and send the level back

#

i fixed it

#

whatever sectors with the water texture "caustic" caused the issue

#

will relay this to the others, for now just avoid using that texture

#

will send the level back shortluy

#

@echo oyster

echo oyster
fiery tree
#

Well actually hold on to that thought

#

there seem to be sectors with that texture still present

#

yet the level loads

echo oyster
#

I've been using that texture with no issues for a while

fiery tree
#

lemme see what was the issue in the couple sectors i deleted

#

ah i see

#

whatever happened here was the problem

#

will relay it

#

i THINK it's caused by copypasting sectors sometimes under some weird condition, and might even be fixed on our newer editor version

#

but dont quote me on it

echo oyster
#

Fallen aces black magic as always, i see

wind prism
sly steppe
#

Fallen Aces Modifers

#

imagine

earnest rockBOT
#

@sand plume, please keep all discussions in English.

echo oyster
stark path
#

woah

#

watched part 1 as well

#

woah x2

teal axle
#

i love the E3 showcase gameplay

stark path
#

is profile flag actually stored in profile only after level completion?

or can i save it even if i quit the level (or died)

stark path
#

just in case slot machine didn't seem complex enough

echo oyster
stark path
#

yes

teal axle
#

serezha you're actually insane

jade wind
#

Thats rad

stark path
#

🙂

echo oyster
#

Yo chat is there a way to stop the hunting behavior from enemies after using the Hunt(); script?

echo oyster
#

scrolling trough steam community and i just witnessed the peakest of pick randomly??? what the fuck???

stark path
#

is it a model from second level or is it something done from scratch?

echo oyster
#

it does look like it shares plenty of elements with the c2 boat, tho

stark path
#

at some point i will be able to upload directly here again

teal axle
#

thats so

#

insanely pretty

#

i forget grates and fences cast shadows, it adds so much

stark path
#

thanks

echo oyster
stark path
#

yup

echo oyster
#

here's what im doing

stark path
#

nice

#

can you go inside?

echo oyster
#

it's like the most important place in the level

stark path
#

do you build it purely with inverted sectors or do you combine regular sectors and inverted?

#

I mean the walls and stuff

stark path
#

🤔

#

In 'reference' everything was happening inside, so I built all the rooms via regular sectors

The thing I am working on right now should be an actual building that you can look at from outside. And I'm not sure how to combine both type of sectors nicely

So for now I'm just building all the walls and floors with inverted sectors - and it does feel a bit weird like I'm not using the tools correctly

echo oyster
#

then make a wall out of inverted sectors around it

#

made the interior lines of the inverted sectors invisible to avoid z fighting

#

and then made gaps in the uninverted sector for the doors and windows

stark path
#

yeah, makes sense

#

but most likely mine will be built with inverted anyway 😬

#

it was supposed to be small scene with no gameplay just to warm up

I think I spend 30 hours on it at least already

#

although to be fair 20-25 was spent on poker table

which still lags and bugs

echo oyster
#

The screwing around curse, i see

stark path
#

and there still won't be any gameplay, just the vibe

like 30 second experience

stark path
#

I mean, if poker is there, I can revive and polish the slot machine as well

#

compared the with poker, the slots were easy

#

poker is like 2k lines of code I think

mostly because of all the copy-paste

stark path
#

if scripting allowed arrays or string concatenation or passing the name of variables to functions, it would be 10-15 times smaller

stark path
echo oyster
#

Out of curiosity, could you send that over?

#

I want to expierience it

stark path
#

that was my 'run doom on pregnancy test' moment

echo oyster
#

Ok now make an ai with actual human emotions

#

Looks like you already surrendered your soul to the spaghetti code, so that will probably make it easier

stark path
stark path
#

but i did want that

#

i actually used a bit of AI to just generate copy paste shit

no way i'm typing same logic for each of 52 cards

echo oyster
#

Jhhdjsjjs noo!!! Mods throttle them NOW!!!!!

stark path
#

i also wrote small python scripts to generate 52 sectors + all the lines and vertices for them

#

at some point i did things just because i could

echo oyster
stark path
#

i mean it was some bullshit like

for item in range(0, 52):
    print('Tag')
    print('{')
    if item < 10:
        print('name = "mg_card_00{}";'.format(item))
        print('number = 150{};'.format(item))
    else:
        print('name = "mg_card_0{}";'.format(item))
        print('number = 15{};'.format(item))
    print('}')
    print('')
#

and then you have text block that has tag definition

#

and you put it to your level txt file

echo oyster
#

Huh

stark path
#

and now you have 52 tags and you didn't have to create them manually via editor UI

echo oyster
#

Cool

stark path
#

and then the same to generate vertices, lines and sectors

echo oyster
#

Real convienient

stark path
#

it did save a ton of time, but i don't think it is that useful in general

like it was useful for very specific type of thing where i have a ton of similar geometries and tags

#

also there is always a chance that you mess up because you basically manually editing level definition instead of using the editor

#

but that's what backups for

stark path
#

2 min of exciting paint + 3 min of sublime scrolling

#

that's the life

#

no python stuff, those scripts i ran somewhere in online compilers, i dont even have it installed

for a few for-loops to generate a bunch of text data - online compilers are more than okay

echo oyster
#

This shit is insane

stark path
#

🙂

urban juniper
#

Im trying to test my map, and copied the file layout, but no .bvh file generated from my map

#

I've look at the documentation on Steam

#

I get to the custom screen, but can't go further

teal axle
#

have you filled the layout with your map info? .bvh won't generate unless you save an existint project or force it with a command i can't remember

#

bakebvh, but you have to be in your level

urban juniper
echo oyster
#

The one with the enemies and all that saved to it is called the world file

teal axle
#

oh yeah my bad

urban juniper
urban juniper
#

Is there any other documentation available

echo oyster
#

Trust me, you're definetly screwing something up

urban juniper
#

ok

echo oyster
#

it's always the tiny things

urban juniper
#

I renamed some stuff, like chapterinfo to chapterInfo

#

and I renamed my world file

echo oyster
urban juniper
#

It matches the folder

#

Loading screen, PunchingBag pops up, but i cant load level(no .bvh file)

#

PunchingBag.txt is my world file

echo oyster
echo oyster
urban juniper
#

It doesnt. Im renaming a folder to Chapter 4

echo oyster
#

But it does show up on the menu, right?

urban juniper
#

Yes

echo oyster
#

Do you have the always_unlocked = true line in your chapterinfo?

urban juniper
#

I don't have that

#

Im adding it

#

what does that do

#

thanks

#

changed World_file_name to world_file_name

teal axle
#

but can you load into the level??

urban juniper
#

nope

#

chapterInfo: title = "PunchingBag";
order = 0;
world_file_name = “PunchingBag.txt”;

#

That’s the issue

stark path
#

(picture)

echo oyster
#

how cozy

stark path
#

hehe

#

thx

#

9 fuckin hours

urban juniper
#

I just figured it out

#

It was the chapterInfo quotes around world_file_name = “PunchingBag.txt”;

#

Theyre actually supposed to be world_file_name = '' PunchingBag.txt '';

teal axle
#

oooh i think someone had that issue long time ago

teal axle
stark path
stark path
#

all these booksheves and cabinets

#

not a bug but a feature to encourage more complex furniture ✨

echo oyster
urban juniper
#

How to make a breakable wall? I’m using BreakableGeometry but nothing happens

#

Should I put it inside a wall?

echo oyster
#

Then, right click the sector you want to be breakable

#

In the sector property menu there's a breakable geometry window

#

Put the breakable geometry tag into that window

urban juniper
#

Ok cool thanks

urban juniper
#

I want to make geomtry move. I've been using Moveable Geometry and UsableRegion but nothing happens

echo oyster
#

how are you using them?

urban juniper
#

Moveable geomtry, tag 10, then the geometry, Moveable geometry 109

#

10

#

Im trying to make an elevator

#

The sector has the same tag

echo oyster
#

Wrong channel perchance?

echo oyster
#

do you have a movestate?

#

a script to set the move state?

#

any of that

urban juniper
#

I did have a movestate, but deleted it

#

Do I need a seperate script entity to set it up?

echo oyster
#

you need a movestate

#

and a script

echo oyster
echo oyster
echo oyster
echo oyster
#

cozy or dingy, watcha think?

fiery tree
#

maybe its my screen settings but i cant really tell whats on the image, a bit too dark

tawdry parrot
#

Point light intensity 2

echo oyster
#

point light intensity 2

fiery tree
#

much betta

echo oyster
#

Looks much brighter on my monitor

echo oyster
#

hey uhh is this stupid bug with certain floors being a pain in the ass to select fixed in the newest editor version?

urban juniper
#

Do you make walls on a different layer

tawdry parrot
#

try going out of 3d mode and entering again.

echo oyster
urban juniper
#

Im trying to trigger a MoveState using a UsableRegion

echo oyster
urban juniper
#

I just figured it ouy

#

after compiling and testing like 50 times

#

literally took me hours

main grail
#

Is it possible to mod in a new goon?

#

Twas thinking about it

echo oyster
main grail
#

RIP

echo oyster
wanton estuary
#

Is there any way for a script to repeat a SetMoveState with the correct duration?

#

I don't have perms to add a video or image but after the initial trigger, SetMoveState when triggered keeps being executed with a duration of 0 and it's completely broken my damn map

#
Main() //Ground must not be touched within the first 10.1 seconds
{
    SetMoveState(39, 0);
    SetMoveState(39, 40);
}
#

39 being the MovableGeometry, and 40 being the MoveState. I can't think of a workaround for my conveyor belt

#

they really need to update documentation with more script stuff and in-engine limitations

wanton estuary
#

nvm adding Wait(0.1) between each SetMoveState resolves this, but not the actual MovableGeometry im using this abstraction is supposed to represent

main grail
viscid tinsel
main grail
#

Very skeeled

viscid tinsel
#

built different!

echo oyster
viscid tinsel
#

shoutout to the goon fucking dying in the background

echo oyster
viscid tinsel
#

holy shit!!!

echo oyster
viscid tinsel
#

oh so here they both are

echo oyster
#

where's sylvester, very fun game you can play

viscid tinsel
#

also. poor pianist

main grail
#

Hotch and heavy is mah love

#

Best level on the workshop

echo oyster
wanton estuary
#

Does anyone remember what entities work with the Move and Look script commands?

echo oyster
#

It's pretty useless for npc's, as waypoints are better for them

#

Look can be kinda useful for npcs i guess

wanton estuary
fleet mica
#

e

echo oyster
#

oh fuck off

#

embed FAIL

frank flicker
#

making a dusk inspired wave-based level

echo oyster
frank flicker
#

postponed

echo oyster
#

I see you're on the hooligan grindset

frank flicker
#

workshop purgatory

echo oyster
frank flicker
#

ill try keeping the enemy count similar to the one in dusk

#

while using similar enemies

#

there will be prolly like 10-15 waves

echo oyster
frank flicker
#

this fella 'ere is the black phillip, he has low health but a fast ranged attack

#

id say armed goon would be a good equivalent

echo oyster
#

learning

frank flicker
#

this is the leatherneck, he is quite tough, fast but melee only

#

he could be a good equivalent to the hood

#

minus the ranged attack

echo oyster
#

leatherneck (belph) is actually nannerpants thoery

echo oyster
#

pls post some playtests some time or sumding like that

frank flicker
#

its a small map, most of the budget will go into scripting the waves

echo oyster
#

definetly do a lot of playtesting, maybe like host a playtest every 5 waves

#

it's very important for a combat map

frank flicker
#

ill keep that in mind

#

maybe some enemies wont fit

echo oyster
#

artistic liberty

mighty sluice
#

Hey, so does anyone know how to properly save a file? I did save mine but for some reason it didn't show on the load. I think it might've been because I saved it as a .txt file but probably not it. I dunno but according to this steam guide, saving a map should make a backup of it automatically right?

#

This is my first time btw

#

And maybe how to place doors?

mighty sluice
#

Okay so I'm starting to figure it out, but apparently according to the images on the steam guide, I still have no backup file nor the .bvh file

#

Nevermind figured out the backup stuff

echo oyster
#

if it doesn't generate you can use the "bakebvh" console command in game

mighty sluice
#

Ohhhhh

#

Okay then. Thanks

frank flicker
#

is it possible to make the enemies automatically attack and know where the player is without using waypoints?

echo oyster
#

but adding a waypoiint right on top of their spawn point is probably way less hasle

frank flicker
#

yeah probably

echo oyster
wanton estuary
#

Does anyone know if theres a way to force lighting on entities? Alot of my level geometry is negative sectors and the lighting appears fullbright on props and enemies

#

Also it is infuriating that vertical textures cannot be rotated

echo oyster
#

Just make all the sides fully invisivle

median mason
#

You can create invisible sectors on a separate layer that are just used for lighting

frank flicker
#

the map is pretty barebones right now

echo oyster
#

also that faction is fucking terryfying

frank flicker
#

i reused the gianni's dick smasher map

#

so it can see the light of day

echo oyster
#

can't wait to playtest this

#

i like bashing goon skulls in

frank flicker
#

time to get creative

wanton estuary
#

how many messages do i have to send to get image perms i wanna embed images of my wip map too :(

wanton estuary
#

damn

echo oyster
wanton estuary
#

true but thats lame

#

I’d only do it with really big vids with streamable or catbox

echo oyster
wanton estuary
#

i dont press any imgur links in discord myself lol

#

idk how those other sites look on mobile but I might try it anyway, i’d probably finish my map before i get 80 messages sent about anything

echo oyster
frank flicker
#

bloodrustrot

echo oyster
echo oyster
wanton estuary
#

Mood

proud night
#

Mook

echo oyster
echo oyster
#

hey uhh @stark path i noticed a little error in your sublime plugin thing

#

EnemiesAreEngaged is a condition for if statements, it shouldn't have the little dot comma thing at the end

#

oh and this second parameter isn't duration, it's the type of notification

#

0 is just normal white text

#

1 has red color and the little error sound

main grail
#

Code when you accidently put an upper case instead of lower case

echo oyster
#

at least i don't think so

stark path
#

at some point

#

i am not sure if the latest version is even working
i for sure remember that by fixing some specific cases i broke general logic of the plugin

hehe

echo oyster
#

gameplay recordings are appreciated

echo oyster
#

old BLOODRUST post

#

this is what malone's office used to look like btw

crude elk
#

how do i upload my level

flint onyx
#

1:01:20

crude elk
#

i just uploaded my level

#

thanks

#

i don't see it in the workshop though

echo oyster
echo oyster
#

you forgot the "episodes" folder

crude elk
#

okay fine ill fix it

crude elk
echo oyster
#

so the way that your mod folder works, is that it mimics the acesdata folder

#

so first up you make episodes folder

#

than inside the "episodes" folder, you make a folder for your episode

#

AND then inside that folder you put the episode info and chapter and poster

crude elk
#

so i make a new episodes folder?

echo oyster
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than inside of the episodes folder make another folder

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and in that another folder put your level folder, episode info and poster

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it goes like this

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the folder with the 3644... is your mod folder