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FFX Questions

Started by BentonGrey, July 09, 2007, 01:08:51 PM

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BentonGrey

Howdy guys, I had a few different thoughts that didn't particularly fit into any existing thread, so I thought I'd combine them here. 

I've been thinking of FF for the last couple of days, and something occurred to me last night.  I'm sure you all know how much I despise the energy system at work in FF2.....I hate it with every fiber of my being, and I thoroughly believe it takes away from the game's enjoyability.  Well....I was thinking about how for battery powered, we get an energy bar that is something on par with the capacity from the original game through the magic of FFX.  I was just thinking...if we can do that, why can't we bring back something akin to the old energy system.  If there was some way for the energy in battery powered to recharge, and perhaps we could choose different grades of it, like invulnerability....well...we'd never have to curse the design of FF2 again!  Plus, those that actually LIKE the current system could keep using it, since this would have to work as an attribute.  What do y'all think?  If we could figure out how to make them continuosly use a power on command, it would be absolutely perfect!

Anyroad, one of my other thoughts was, the fact that IR left knockback from thrown objects out of FF2 really limits any ground-pounder type character.  Where as Colossus or Aquaman could knock a flier out of the air with a well placed car in FF1, not so here, unless they just happen to KILL them with it.  I remember seeing a discussion on a possible way to fix this with FFX, and I just wanted to add my vote for this to be an objective for the next version of FFX.

Ohh, and if I've got a built in villain who should summon minions to fight for him with summoner...how should I set that up?  I've got this guy listed as an game_obj_villain, so if he summons 'cop' units, they will attack him.  Any ideas?

I suppose that's all I had on my mind for the moment, but I know there were other things at the back of my thoughts, I might add more later.

USAgent

I'm not sure if you knew this or not, but the old energy system still works in FFV3R, When I first transfered my hero files over from the first game I was still being able to use trace,minor,very low, ect energy from that I used in my FF1 hero files. 
You cant choose (trace, minor,ect) in the game of course, but you can still make up a hero file with FF1 editor with those energy settings.
I absolutly hated the new energy system too, but once I got used to the simplified new system I didnt mind it.  It made alot lot less thinking in making hero files.  I still hate the way they did the active defences with the new game, I liked it better when you could take off hit points from defences, buts thats for another thread........

BentonGrey

Quote from: USAgent on July 09, 2007, 02:59:21 PM
I'm not sure if you knew this or not, but the old energy system still works in FFV3R, When I first transfered my hero files over from the first game I was still being able to use trace,minor,very low, ect energy from that I used in my FF1 hero files. 
You cant choose (trace, minor,ect) in the game of course, but you can still make up a hero file with FF1 editor with those energy settings.
I absolutly hated the new energy system too, but once I got used to the simplified new system I didnt mind it.  It made alot lot less thinking in making hero files.  I still hate the way they did the active defences with the new game, I liked it better when you could take off hit points from defences, buts thats for another thread........

Yeah, so many things I'd like to change..........still, that's interesting....

DEATH

<sigh>

     As with so many other things that I have put no effort into personally   :oops: , I'll sheepishly second Benton's request for thrown impact as an FFX priority.  At the moment, this probably annoys me more than any other change between the two games (even the simplified energy system doesn't bother me much).
     I think I hear the sound of wheels turning in Benton's head following USAgent's revelation that the old energy system still works...

DEATH

P.S.: Benton, what if you simply set up additional templates that are also villains for your built-in to summon?  As long as they use the same .nif and powers as a cop, they'll appear the same to a player (with a few new string entries).

Mystik

the constructs my sinestro makes are GAME_OBJ_Minions

BentonGrey

Does he actually summon them when he's AI controlled?  That's how I've got Desaad and Per Degaton set up, but they won't summon their boys.

BentonGrey

Okay, I believe I've got my summoner guys all taken care of, but now I've got a new question.  I recently installed the new building textures created by GogglesPizanno to replace the defaults of Patriot City.  They make a great Gotham, but I'm torn because he's created great variety and it seems a shame to use only a few of them.  I'm just curious if it's possible to use a random set of textures on a building in the same way we can use random skins on a mesh.  Thanks guys!

BentonGrey

Oookay...so I'm guessing the answer to that is 'no.'  Haha, well, I've got another question.  I'm trying to put together a few adventures for the Hawks, and I'd like to give them the ability to run back to their base and pick up some weapons to help them deal with various threats.  Is there any way to either A, place weapons on a map, or B, spawn them through EZScript?

GogglesPizanno

QuoteI'm just curious if it's possible to use a random set of textures on a building in the same way we can use random skins on a mesh.

As far as I know (or have heard, cause Ive been curious myself), the only way to do random textures is to create "characters" or "vehicles" out of the buildings and then assign them the random skin value...

BentonGrey

That's what I thought Goggles, thanks.  Well, I suppose I'll just have to keep experimenting to find my favorites of those textures! :D

GogglesPizanno

Upon a bit more reflection...
With a little work you could write an FFX plug-in to accomplish the texture swap.
(Ive been dabbling with the plug in system lately so its on the brain)

Its late and Its making sense in my head, but it goes something like this:
Create a duplicate building for each texture you want to use and use nifskope to assign the texture.
Write an FFX plug-in that loops through the objects onpostinit, and whenever it encounters an building of a certain template, it then randomly replaces it with one of the variation versions of the building.

It would mean that you'd have to create an array of each building template and the versions that are available to it.

Actually rather than a plug-in which would be applied universally, you could put that script as part of the individual mission.py -- that could enable some more creative stuff.

Hmmmmmm....

If only I didn't have to do things like sleep... and work...

BentonGrey

LOL, I know what you mean.  Well, I'm afraid that's too intensive for my needs, but it actually sounds interesting.  Thanks for the thoughts Goggles!

:EDIT: I'm still waiting to here about the weapons.  Is there a tutorial anywhere about them?