#fallen-aces-modding
1 messages · Page 4 of 1
When making a level with a big outside area, do you make the land first or the buildings?
In this video i ask ChatGPT To generate custom Half Life and Garry's Mod Maps.
This is not an ARG.
If you enjoyed this video, please leave a like and subscribe, it helps the channel.
Music used: FNAF Pizzeria Simulator - Just Add Water
Asking Chat gpt to generate a fallen aces map
I mean uhh it's up to you how you make your map
But i tend to roughly blockout the terrain, then add buildings
How do you know what size the terrain is going to be?
Do you just simply make a massive square and just plop down structures on top?
No, i cut out elevation changes first
But again, it delends on what kinda of map youre making
There's no single correct approach
I've had an idea of making a small town map that's designed like a averaged sized urban Midwest town
Kinda like this
Well then, i'd probably make the basic terrain first, cut out the roads from the base and then build all the architecture on top, using inverted sectors
How do you make a building you can enter in? Like every building in the base game?
Is it the same method you just said
Most buildings are made up of inverted sectors
Large, closed off interiors (like the moth n flame) can also be made with normal sectors
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.
I also have trouble making the exterior of a building because of that problem
Huh? Not sure what you're getting at
Just make the building on top of the base, using inverted sectors and layers
I am not sure if you get me on this obe
Yknow what an inverted sector is?
Yeah
You click a sector, activate the y plane option, and stretch it until it's a 3d object
Yeah
So you can build with those
You can have walls, ceilings, floors made up of these
And they form a building together
The og ace Ed tutorial doesn't really talk about this stuff
It's just basic rooms and logic and whatnot
Hope someone makes a more informative tutorial in the future
More advanced geometry stuff
God, you gotta read the sdk documentation💔
Hold on a second
I really should use this more when I'm trying to make a level
Is there any way to get fire to be put out via an event
Make it like this. But then make it look like Mckeesport
what if chapt 3 was real?
Hi Trey powell!
was this your hometown
No but I lived very close
It could also look like Cleveland ohio
The bridge in chapt 2 is based on a old draw bridge in Cleveland
Any stuff inspired by Toledo Ohio in fallen aces?
Never been. At least I don't think
Ah
yes hello im on #fallen-aces-modding now
Okay so I'll put the WIP side by side with the actual level
ya can't sadly
yo don't get image perms until you reach the mook role
💔💔💔
and you get that after sending like 100 messages
I joined awhile ago i just forgot to talk
and a lot of expierienced workshoppers are also there
aight, sent
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"
is it a single door?
What type of door is it
Ok wait i think i found your problem
Do you have a single event to lock and close the door?
get ur eyes checked. New looks better
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
Is it a swinging door?
It is
Ahh i see
For some reason swinging doors don't work with close on event
Oh ok Thank you
if i wanted sky would i do it this way or do like skyboxes exist
is umburgh in a giant cube
NO NO NO NO!!!!
Go to global settings, there's a tab for skyboxes there
one no was enough but okay
i swear i checked global settings
oh i thought it was a sub tab
like it'd be here but okay
Naw
It's split between all these and skyboxes soecifically
what about the fog
thanks i have an idea for what i want to make but know im probably never gonna be able to
we believe in you
Huh, what is it?
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)
Sounds complicated, but with enough scripting and... creativity
You might just pull it off
i think i've learnt how to make a goon spawn when you break a trashcan
That's something ❤️
guys does this mean we'll get 7 fallen aces sequels
Trey powell making 28287271661 sequels to fallen aces because dave oshrey needs more money to burn
oshrey actually is working to hire a necromancer for when powell inevitably dies
Good. Fallen aces needs a a battle pass
I need MORE money i want a THROTTLION DOLLARS
I NEED MONEY AGGFSSS CAPITALISM!!!!!
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
dave oshry is confirmed to be immortal btw
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
and already history has repeated itself like it did with jack
sorry to get your guyses hopes up
if i did make anything it'd probably be around the same level of quality as this https://steamcommunity.com/sharedfiles/filedetails/?id=3497565695&searchtext=
probably less trolly
NO no it won't be as bad
Stop that
Fallen aces map is actually trey's personalised circle of hell
who knows maybe whare house kidnap is a bloodrust rivalling masterpeice the guy just tripped at the finish line
Maybe it has more machine gun mooks
Big machine mook = big difficult= big good
all this shit is/was in my chapterinfo.txt file should i remove it to make way for title order and worldfilename
How do you change the palette of a goon? Do you just put in a singular number in the palette box or what?
That is your world file
What is that doing in your chapterinfo
Were you saving your progress there?
yes
heres the numbers and their respective colors
Thanks
OK OK OK let me elaborate
DO NOT REMOVE THIS!
this is your world file, the game loads the level from it
it contains everything in your level (sectors, things, tags, events etc.)
i assume that you have been saving your progress to the chapterinfo, which is not where you should be saving it
rename the file you currently have to whatever the hell, and make a new file called chapterinfo.txt
chapter info contains some info that affects things outside of the level itself
loading screen music, level name, stuff like that
put your title and world file name into that new chapterinfo file
the world file name is the name of that txt file with all the proper level stuff in it
lunch break
i dont remember
okay thanks
will the stretch button work on floors in the future
so uh
this means i have 2 world files doesnt it
should i remove coconut or somethinerother
check which one has more progress saved, use that
i'd assume somethinerother, considering that one has more text
clicking it does nothging but this is certainly a start
use the editor to check which one has more progress saved
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
aight
so, make a chapterinfo and you should be good to go
oh silly me i forgot to rename the chapterinfo to direct to STO and not coconut
and it still dont work
i think i need to move a file
wait uhh what's the name of your chapterinfo?
chapterinfo
this is what the text inside it looks like
and heres what the 2 folders look like
hhmmm, might be the order
try changing it to 1
... damn
this isnt normal for backups is it
idek
ok, i got it!
you need this line at the end of your chapter info
always_unlocked = true;
i trimmed the folder fat so now it looks like (this didnt work either)
i'll try
i dont think this comptuer wants to make FA levels
there shouldnt be files liek this in the backups folder should there
man this is a load of horse excrement
throttlin my janky geometry
this sucks i dont know where to go from here
do you guys think the loading and poster images being nowhere near their required size has something to do with it
cuz the amc gremlin picture i used for both of them is 1200x641
i honestly have no fucking clue what is going on
always unlocked didn't work?
i don't know, might as well try deleting them
deleting what, the poster and loading?
yeah
for all its worth when i hover over the chapter theres no name
hmh
now this is a stupid thought, but
all the chapter infos in the base game have no capitalization
no thought is stupid when im this desperate bingass
so.. maybe try that
still dont work
wait i meant episode not chapter
huh
what does your episode info look like
see how theres no name for the
wait
THIS is my episode info
this is my chapter info and im now realising the quotations are different and that may be it
ok so uhh that should be an = sign
oh
you are supposed to add always unlocked to the chapter
not the episode
that is it
you added it to the wrong spot
.. damn
okay
should the quotations be like " or the fancier tuff as seen in herpderp
i think its supposed to be "
the normal ones
yeah that could be it
it's the always_unlocked for sure
it doesn't let you into the level because you don't have it unlocked
i have a feeling the directory setup is gonna be the hardest part
you'd think as time marches on the tools to edit games would become easier to at least set up
had more fun settin up jack than this shit
trying again with a new set of folders
the reason i even report this is because a title appears, something that didnt happen previously
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
Yknow what just send me the fuckass level file💔
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
is zhigild like a town or does the car company own the town or should we know
It owns the town
Bought out a shit load of land near umburgh and made a city centered on pumping out cars
hey uhh, is there a way to control fog with scripts?
i don't want the fucking blood mist in my train station
We're going to add a special Thing that'll handle changing fog
freaking sweet
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
How are you guys even editing the same level together
Are you just sending him the world file occasionally
How do you connect floors that are different heights from each other
I'm trying to make a hallway that connects to a room with a ladder that connects to a higher room
Yeah. Not exactly practical, but oh well
Pretty sure that you could just make a doorway like normal and raise the floor height afterwards
Wanted to say something about using a vcs, but I imagine using something like git to co-edit a single text file sounds like a merge conflict nightmare.
It is
only really works if you work at different times
and always make sure the latest version is pushed
hey, does anyone know where the messages from the "ShowDebugMessage" script function are displayed?
Among the grime and filth of Zhigild's automotive sector, the Saint Andrey train station stands as a bastion of comparable tidyness.
You have to put it in the ini. script
Check chapt 4 and 5 ini files to see how it's done
Thanks!
this new "telephone" doohickey AIN'T replacin' the telegraph, im tellin ya
@dark flint, please keep all discussions in English.
hey uhh, im having problems with my custom level randomly crashing
it crashed in the middle of a scripted ambush, it seems to be somehow tied to a specific area
Here's the level file, the ambush is in the big buidling you spawn in front of
and uhh the crash happens specifically when fighting enemies in the part of the building with the skylight
the game just sorta freezes, so i didn't get a crash log
oh right , the script is probably important too, this here is the whole level
huh, must have been some kind of script issue, it works fine with a copy pasted BLOODRUST script
which is the better way to make doorframes with inverted sectors
(asking primarily to know which is easier to texture)
i think that left would be easier to auto align
If I want to see the official levels inside the AceEd Editor, should I load level1.txt, for example?
That's weird. Why can't I send images? In this channel
yes
you might want to consider joining the modding discord
on account of there not being a level limit to image perms
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
Sector lighting is very cool
what causes this
Did this happen right as you created the sector?
it's a wall that had its visibility unchecked in properties, but i assume you didn't do so intentionally
dont remember removing the visibility but the obvious solution of drawing a new sector fixed it
i musta had another stroke again i guess
@ashen raptor, please keep all discussions in English.
hey, to any fellow level creators out there, make sure to check out the ghostsignmaster texture
it's very freaking useful for buildings
look at alla that shit
i can spell throttlin gooning anywhere i want now.........
make a giant throttlin wall
i fucking hate living in the zhigild metropolitan area, what even is this bro💔
those shards got into people’s throats man
anyway, zhigild lore drop, this time in the from of picket signs
or well a texture for picket signs
big fan of how the outside is starting to look
throtllin my shit to this ❤️
hotch and heavy's got custom assets now!
mods dont seem to change the consumables sfx, is this intentional?
add some flora models, they are awesome
literally infinite easy grass glitch unpatched 2025
Hotch and Heavy's out!
https://steamcommunity.com/sharedfiles/filedetails/?id=3590600685
Yikes, thanks for the report
still better than crystal set's 4.527 GB
jesus christ
What
how the fuck do you reach 4gb
Crystal radio set for sale, cheap is truly an icon of fallen aces community lore
the creator added the game's texture packages to the upload for whatever reason
where do you put it on the iceberg
probably alongside chainsaw bears
Like uhh.. i dunno ask belph
Hotch and heavy part 2 will actually feature all the content of the acesdata folder to pay tribute to our fallen soldier
ok but where do you put it on the iceberg
^
i see
wait does that mean that the base game textures are 4gb
fuck, that means that like half of the file size is just textures
insane
not even sprites, just textures
I've discovered very quickly just how much space aces textures take up when making a dusk map based in fallen aces
it is the single slowest map to load on the dusk workshop because the textures take so long to load
high quality assets will do that
really? damn
What map are you recreating?
Its up on the dusk workshop
Oh lol
I thought you were talking about a fallen aces workshop map
Have you tried out the fallen aces editor?
You could say that considering i work for new blood and help with aces levels yea lol
Oh I'm talking to an employee
how do you make notes?
- create a note thing
- create a note decal
- have the note open from an event, for example, event onexamplenote
- have the note decal as usable, then set the event on use as whatever number onexamplenote event is
- 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
- go to the note thing and set the path as the path of the .txt file
thx
Urban hell is neat and all, but it is nice to take a breather every once in a while, isn't it?
chat help, why doesn't this level load
works perfectly fine in editor, freezes once the loading screen is almost complete in game
you seem to have an untextured rock there. i vaguely recall that being an issue for me once
try either texturing it or removin it
@echo oyster
this one
not saying this is 100% the issue but give it a shot
that was actually it, thanks
also what kind of black magic is this game even running on, holy crap
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
i aint the programmer tho
Huh
just a little beginner friendly trail
Is this hotch n heavy part 2 or something else entirely?
Hotch and heavy
the reason your rock is lit up is because it's bound box is touching a sector.
i know boss, i just couldn't be bothered to move it before recording
looks good tho. I'd recommend putting some more lights along the trail. That shits dark.
oh the main track is well lit, it's just that the gorge is more of a secret path
as it skips a bit of the level
is enemies being able to walk through breakable geometry intentional?
Choose nav mesh : exclude in the breakable geo's properties, it should prevent them from doing that
.. should
Juh
Truly a uhh fa moment
aced black magic
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
That way they’ll walk through it but only once the geometry breaks
it's the small things that make the difference, huh
Hey map creators, don't sleep on point lights!
I feel like im breaking the fundamental laws of the universe with this shit
why is it spelled correctly
Because im actually a russian spy and i lied about being from poland
What do you fellas think bou the new lighting?
New Hotch and Heavy update featuring is out, featuring quite a few improvements to the visual quality of the level. Check it out, I think it turned out pretty cool.
https://steamcommunity.com/sharedfiles/filedetails/?id=3590600685
Can't wait for e2 to release so that I can actually use this as a level track
Hey, I am wondering if there's an elegant solution to this obscure ass problem I have
I basically want to link 2 normal sectors on different layers, but the sectors are overlapping
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
The portal jank im doing kinda works, but im just wondering if there would be a more elegant way to do this
you can just put them on different layers and then make the wall between them invisible and non-solid
on each side
block the hole off with inverted sectors
you can use inverted sectors as a way to fill any inconvinent gaps as shown in your screenshot
huh, that works
Train station, real western type shit
Hey uhh, is pop in normal with flora models or is that me doing something wrong
Got some of those 2d variants and some of them pop in and out of existence when the player moves
That's normal. Performance thing.
I'm suprised nobody's messed with the salesman or buyable items in their fan maps yet.
It's really easy to set up.
I dont use him personally, since the player might already have a bunch of cash on their profile, so it would screw the balancing
pretty sure the diamond eye has one
Ooohhh yeah, now that's cozy
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
Hotch and heavy's got a hot dawg stand
i use normal notepad
sometimes the scripts work sometimes not
but i usually just copy the existing ones and do some changes to the functions so it almost always works
I want to put the functions into notepad ++ but im too lazy to do that
cool, thx guys
Also, holy shit are you back to aces modding
you've been modding this whole time?
Yes.
thats a commitment
Check out hotch and heavt
in fact, i just posted a sneak peek for hotch and heavy part 2
right here
i'll add one
and maybe there wil be a chimney to drop down from
santaclausing, yes
this here has gotta be my favourite area, tho
thoughts?
try notepad++
i was using that, better than just notepad, but still.
to be fair i didn't try to configure anything there though
anyway, configuring sublime now
feels like more extendable and configurable
oh wow that is sick
autocomplete for events and tags based on level txt file
oh wow
oh wow
holy shit
are you gonna bestow this sacred knowledge upon us when you're done?
i'll put it on github tomorrow
i don't think it's properly configured yet though
but i can patch it later, whatever
oh this is gonna be good
how are you gonna go around adding in the proper parameters?
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
adding in the proper parameters?
not sure what that means
Very nice, that'd be handy for me too lol
Yo bingass, was the small shack always in hotch n heavy or did you add it in a update
The one with the ||sawed off||
Added it in the update
https://github.com/wooden-floors/fallen-aces-sublime-plugin
(lower the expectations though)
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
you can try it out
Or well, the shack was always there, but before the update it was just a cube you couldn't actually enter
have you tried it?
not yet but will definitely do later
nice
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?
little fireplace
just tried it out and it honestly works great
i don't think it's missing any function and makes things way easier
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"
but that's just me nitpicking, it's awesome 
and no, sadly the ancient hdd where i had my maps in died but i'm planning on making a new one
the one i was working on was kinda scuffed tho
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
yeah, done
for ShowCutsceneBars, SetCutsceneModeForHands, SetGodMode
idk if there are other functions with single bool param
noooo
thank you for playtesting the plugin
that was my quarterly contribution to fallen aces community
and we thank you for it 🙌
i don't think it's worth the headache - most of the functions are self-explainatory and it's hard to define all parameters when we don't have proper documentation yet
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
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)
yeah, at the end we only have what we can see being used in the levels
Create disturbance creates a disturbance that enemies will investigate
It is used for the shop bell in the chapter 3 bar and el oshcuro in the chapter 1 comicbook shop
nice, thx
adding this to the tg2 bell tripwire trap
what's tg2
will it be worse?
absolutely
nice
hey uhh, arg means that the parameter is a mystery and you got no clue what it does, right?
yup
i see
i could probably do some research into the more mysterious functions, i'll do that later
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
haven't really used it properly, but even after messing around a bit, i can tell that this will be amazing for scripting
yay
thx
requesting feature to give/take specific amount of money to/from player via script
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 🙁
🤦♂️ of course it should be
my bad
(strange that 'Greator' didn't cause script to fail completely)
fallen aces works in mysterious ways
also any reason you have these two as functions and also as snippets?
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
nah, i started to use it and found quite a few things that can be tweaked a bit - https://github.com/wooden-floors/fallen-aces-sublime-plugin/issues
regardless of 'bigginess'
great work 🙌
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,
}
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
oooh thanks so much jason! this honestly clears things up a lot 🙌
i've got another question if you've got some time to answer.
having looked a bit through the scripts i'm a bit puzzled on how would some examples of global variables work - i've always used them for conditionals but, having the hideout as an example, what are the "blake" or "delia" variables actually used for?
i really hope i'm not mistaking functions here
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
so you can reference the variable both by tag and name, right?
Yeah if you store 18 in “blake”, everywhere you use “blake” will be replaced by 18
nice, thx man
btw, the plugin is out
it still needs polishing but it does something already
here
Regarding normalized - can it be useful for something in the mods?
Or is it more like a workaround for something in the official levels?
I'm thinking about cases where I'd need this function
I see how it's used for Delia, nevermind
Oh, so it allows you to monitor if an enemy was harmed, right?
(GetHitpoints)
Oh and are there any other events for TriggerEventonEvent than the player killing an enemy?
Since it's normalized I guess you can use it to check if HP is 100%, or below 50% etc
Regardless of actual number of hp
Just guessing
i wonder if it would also work with breakable geometry
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
no clue, it somehow fixes once you continue to make layers and sectors
whoa
aceed black magic as usual
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?
dust is a texture
so i make a cylinder of dust, basically
it would burn the player if they tried getting in trough the chimney, so that's a no-go
so uh yea, intentional
i forgot about that part, yeah
hmmm
i've no idea what i'm looking at
i don't remember anythin
🙁
that's what the dust looks like in editor
the three cylinders
pretty funny how like everything is just a cube
godrays too
ah
very educational
you can truly learn a lot from making fallen aces levels
have you found answer for that?
nah, pretty sure jason said sumthin bout a folder somewhere?
couldn't find it, tho
how very un-imsim of you XD
are benedettos supposed to be not aggressive by default or do i need to explicitly configure it somewhere?
Enemies will only be neutral if you select the "restricted areas" engagment rule
And you aren't in a restricted area, of course
YOU CAN DO THAT????
do you spawn it or do you teleport it from somewhere?
teleport
🙁
i wonder how many i need to make the issue go away
prototyping ain't that fun if i have to restart game after every level change 🫤
no way only us two have this issue and everyone else moves geometry just fine
Any footage of that will be helpful
i can record a fresh one or share a project if you wanna
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
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
Yeah a project would be better actually
project is here - https://github.com/wooden-floors/fallen-aces-the-issue
recording is here - https://streamable.com/zk98qr
on first level run mov geo works fine
after level restart - it doesn't
(i hope it will be a case of "you inverted the sector wrong")
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 
I'm yet to know
it's more dramatic
but the issue is reproduced either way
bug reports can also have a bit of art in them
why else would one add a poster for this level
On that old BLOODRUST screenshot shit rn
peak
BingAss cozy space evolution
What's the second image from
My first map ever, that i made right after getting into the editor beta tests
Just an apartment with no actual gameplay
Didnt work on it that much before switching to BLOODRUST
how did you get into editor beta test?
Devs were just kinda asking around on the discord from what i remember
The absolute lead poisoned acehead i am, i applied
And i got accepted
was there a questionnaire ?
Nah. We just asked whoever wanted to try it
showing interest was the only requirement
nice
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
that's nice also
I believe we made the documentation before the test, for the reason that people would need it to even start out in the test the first place
did you guys find any bugs in beta test, or did it just confirm that the editor is good and stable enough to release?
huh, i don't remember having any kinda documentation, the only sources of information from that period i remember were asking the developers and that one unlisted youtube video from trey
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
My level stopped loading for some reason, help
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
oh also, this might be useful, right????
i don't know im just desperate to get this dumbass level working
I'll give it a look
thanks
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
sorry i renamed it
@echo oyster
Really? Very strange
Well actually hold on to that thought
there seem to be sectors with that texture still present
yet the level loads
I've been using that texture with no issues for a while
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
Fallen aces black magic as always, i see
Devil May Ace
@sand plume, please keep all discussions in English.
A sneak peek of the next level in the Fallen Aces Hotch and Heavy mod campaign.
It's nice to take a break from Zhigild's grimey slums, ain't it?
i love the E3 showcase gameplay
is profile flag actually stored in profile only after level completion?
or can i save it even if i quit the level (or died)
holy shit//??//?/
yes
serezha you're actually insane
🙂
Yo chat is there a way to stop the hunting behavior from enemies after using the Hunt(); script?
scrolling trough steam community and i just witnessed the peakest of pick randomly??? what the fuck???
is it a model from second level or is it something done from scratch?
i don't freakin' know
it does look like it shares plenty of elements with the c2 boat, tho
thanks
ZAMN!!!
yup
here's what im doing
do you build it purely with inverted sectors or do you combine regular sectors and inverted?
I mean the walls and stuff
did the combination thing
🤔
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
what i did is to draw out the rooms with inverted sectors
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
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
The screwing around curse, i see
and there still won't be any gameplay, just the vibe
like 30 second experience
What bout the gambling?
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
What the fuck
if scripting allowed arrays or string concatenation or passing the name of variables to functions, it would be 10-15 times smaller
yeah man
that was an experience
that was my 'run doom on pregnancy test' moment
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
it all will be exposed when i publish it to workshop
but let me see, i can share something to just get the feel
i never wanted that
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
Jhhdjsjjs noo!!! Mods throttle them NOW!!!!!
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
This shit got PYTHON!?!??!
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
Huh
and now you have 52 tags and you didn't have to create them manually via editor UI
Cool
and then the same to generate vertices, lines and sectors
Real convienient
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
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
This shit is insane
🙂
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
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
Ive saved my level multiple times in a txt file. It has multiple entities, etc
Pretty sure that soda meant the chapterinfo.txt file
The one with the enemies and all that saved to it is called the world file
oh yeah my bad
I see the console but its not letting me type
Is there any other documentation available
Nope
Trust me, you're definetly screwing something up
ok
just triple or quadruple check your file set up
it's always the tiny things
and where does the level get screwed up for you?
It matches the folder
Loading screen, PunchingBag pops up, but i cant load level(no .bvh file)
PunchingBag.txt is my world file
Bvh doesn't matter, it's just for optimization
How far into loading does it get?
It doesnt. Im renaming a folder to Chapter 4
But it does show up on the menu, right?
Yes
Do you have the always_unlocked = true line in your chapterinfo?
I don't have that
Im adding it
what does that do
thanks
changed World_file_name to world_file_name
but can you load into the level??
nope
chapterInfo: title = "PunchingBag";
order = 0;
world_file_name = “PunchingBag.txt”;
That’s the issue
Maybe change order to 1?
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 '';
oooh i think someone had that issue long time ago
great stuff as always 

seems that now i have enough geometry to stop the issue
all these booksheves and cabinets
not a bug but a feature to encourage more complex furniture ✨
How to make a breakable wall? I’m using BreakableGeometry but nothing happens
Should I put it inside a wall?
Give the breakable geometry a tag
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
Ok cool thanks
I want to make geomtry move. I've been using Moveable Geometry and UsableRegion but nothing happens
you're doing it wrong then
how are you using them?
Moveable geomtry, tag 10, then the geometry, Moveable geometry 109
10
Im trying to make an elevator
The sector has the same tag
Wrong channel perchance?
anyway back to this
do you have a movestate?
a script to set the move state?
any of that
I did have a movestate, but deleted it
Do I need a seperate script entity to set it up?
yes
you need a movestate
and a script
Nothin' like a smoke and some fresh mountain air. Well... at least as fresh as Zhigildian air gets...
mood
cozy or dingy, watcha think?
maybe its my screen settings but i cant really tell whats on the image, a bit too dark
Point light intensity 2
point light intensity 2
much betta
Also looking at it on a phone, that's pretty dark
Looks much brighter on my monitor
hey uhh is this stupid bug with certain floors being a pain in the ass to select fixed in the newest editor version?
Do you make walls on a different layer
try going out of 3d mode and entering again.
thank you mr trey mook powell
Im trying to trigger a MoveState using a UsableRegion
how exactly are you going about this
I just figured it ouy
after compiling and testing like 50 times
literally took me hours
No.
RIP
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
nvm adding Wait(0.1) between each SetMoveState resolves this, but not the actual MovableGeometry im using this abstraction is supposed to represent
The good, the bad, and the palooka
my guy smoking AND eating a sammich at the same time
Very skeeled
built different!
wouldn't be the same without some tunes
shoutout to the goon fucking dying in the background
that wasn't just sum goon, that was sylvester himself
holy shit!!!
you can even see him sitting with tony
oh so here they both are
where's sylvester, very fun game you can play
also. poor pianist
Appreciate it ya big palooka
Does anyone remember what entities work with the Move and Look script commands?
Mike and npcs
It's pretty useless for npc's, as waypoints are better for them
Look can be kinda useful for npcs i guess
mb, what entity do I set the Move and Look command to look at?
e
A reference point
making a dusk inspired wave-based level
There goes tg2 💔 💔 💔
postponed
I see you're on the hooligan grindset
workshop purgatory
alos hey, how tough will this level be?
ill try keeping the enemy count similar to the one in dusk
while using similar enemies
there will be prolly like 10-15 waves
could you like elaborate for my dusk not playing ass
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
learning
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
leatherneck (belph) is actually nannerpants thoery
also can't wait to hit some sick ass clips there
pls post some playtests some time or sumding like that
its a small map, most of the budget will go into scripting the waves
i see, i see
definetly do a lot of playtesting, maybe like host a playtest every 5 waves
it's very important for a combat map
artistic liberty
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?
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
the bvh file is automatically generated when loading into a level in game, don't worry about it
if it doesn't generate you can use the "bakebvh" console command in game
is it possible to make the enemies automatically attack and know where the player is without using waypoints?
Maybe you could use the
AddAggressor and Attack script commands?
but adding a waypoiint right on top of their spawn point is probably way less hasle
yeah probably
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
You'd need to add normal sectors for the lighting to work
Just make all the sides fully invisivle
You can create invisible sectors on a separate layer that are just used for lighting
remember to add like a lot of routes to get on top of the barn
also that faction is fucking terryfying
yeah dusk kinda solves that issue by having jump pads
time to get creative
how many messages do i have to send to get image perms i wanna embed images of my wip map too :(
80 messages
damn
you could post your images to an image sharing website like imgur and than post a link in this channel tho
true but thats lame
I’d only do it with really big vids with streamable or catbox
why????
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
THREE HEAVY HITS ON A GOON DETECTED!!! UNOPTIMAL GAMEPLAY ALERT!!!!
bloodrustrot
you damn kids with your balanced encounters!! back in my day i ate the lead and i was thankful for it!
Mood
Mook
who
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
Code when you accidently put an upper case instead of lower case
suprisingly enough, the aces scripting isn't case sensitive
at least i don't think so
ooh, haven't touched that in a while
will take a look
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
Anyway uhh if ya fellas want to playtest hotch and heavy part 2 that'd be nice
gameplay recordings are appreciated
how do i upload my level
In this tutorial I go over the basics of using AceEd and how to set up,save and upload a map.
Background music credited to Noches de Insomnio
1:01:20
i just uploaded my level
thanks
i don't see it in the workshop though
https://steamcommunity.com/sharedfiles/filedetails/?id=3644480643 i just made the best level ever
i swear, if i see another workshop map with x dudes and y fire axes in the title on the workshop, im gonna lose it...
this bullshit don't even work bruh 💔
you forgot the "episodes" folder
signature goober incompetency
okay fine ill fix it
so i pick the folder that's in the same folder as the other chapters ex. heart of glass
hell no!
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
so i make a new episodes folder?
yeah inside of your mod folder make a folder called "episodes"
than inside of the episodes folder make another folder
and in that another folder put your level folder, episode info and poster
it goes like this
the folder with the 3644... is your mod folder

