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Showing content with the highest reputation on 10/18/2021 in all areas

  1. aidenpons

    LRR Musings

    Update! You can see this in action in Run the Gauntlet! Open up Map Creator, load Level20's Surf.map, then switch it to Tuto.map mode and load Emrg.map in as Tuto mode so you can see the raw data. Not only do the monsters not emerge from the blocks Map Creator thinks they should (1->2, 7->8, 13->14, etc, instead it's 1->3, 7->8, 13->17), if you set EmergeTimeOut to 1 in the cfg (0 doesn't work for whatever reason), you get multiple monsters from one trigger - you get a monster from all the blocks. So block 1 triggers 2 3 4 5 6 , block 7 triggers 8 9 10 11 12, etc. Unfortunately a lot of these are still assigned as corner walls, so you don't get emerges from them, but the idea of there being 20+ monsters chasing you in Run the Gauntlet is ... definitely scarier than what we got. Practical use? Unfortunately not a lot. EmergeTimeOut of 1 has all sorts of nasty consequences like constantly spamming monsters, and if you want a swarm of monsters you can do that in a much more controlled and reliable fashion with SetRockMonsterAtTutorial, which doesn't even require multiple blocks - if you paint a lot of blocks 2 and call SetRockMonsterAtTutorial 2 , you'll get a monster at all the blocks (and not just a Rock Monster, whatever you specified in EmergeCreature). I've annotated in the regular game which blocks cause what to emerge, 1, 7, 13, 19, 25, etc are the triggers that if something is on the tile, they'll emerge. 2-6 are the emerge blocks that accompany trigger 1. 8-12 are the emerge blocks that accompany trigger 2. Etc ... *Map Creator shows the block marked 2 as Hard Rock, but because it's defined in Dugg.map as a hidden cavern, there's actually nothing there and it's just ground. Don't Panic is a good example of where Surf.map and Dugg.map can butt heads, and what the game does as a result. If EmergeTimeOut is set to 1, then trigger 1 causes emerges at 3 but also 4 (2 is ground, 5 & 6 are corners). Trigger 7 causes emerges at 8, 9, and 10 (as well as likely 11 and 12, but they were drilled when I tested this). Trigger 13 causes emerges at 17 and 18 (the rest being corners), and so on. As you can see, a lot of corner walls, which means even with EmergeTimeOut you only get 2-3 monsters despite more being marked since monsters can't emerge from corner walls. But if they were all valid emerge walls, I'd expect an emerge from all of them. ... Which is a lot more terrifying than the small amount of monsters we actually got in this level.
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