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Three Mages Tomb

Three Mages Tomb (aka Skully Demo)
by J.Knez (Schwaa)-Badd Cog Productions
http://schwaa.0catch.com/
All AI's were created by J.Knez (Schwaa).
The Vampire skeleton skin (skulyvam) was created by Purah.
(C) 2002 BaddCog Productions. All rights reserved.
=========================
++Description++

This mission was created to show you how to use the Skully Bros. AI pack in Thief II.
There might be other ways, maybe even better ones, but it does work pretty good. You should already know how to make basic objectives in Dromed. You should also be familiar with creating objects and modifing properties.

Objectives:
Get three gems (all)
Get $500 gold (easy)
Get $800 gold, $100 goods (hard)
Kill all (hard)
Get out (all)

Hidden:???
====================================
Go ahead and play the mission through DarkLoader, I gave you twoDifficulties to choose from to make it more interesting. Then open it in Darkloder to see how it was done.
====================================
Basic things to know for using the Skully Bros. in your missions:

The easiest way (if you haven't created a gamesys yet {or is easy enough to redo}) is to just
use Skully.gam. Type set_gamesys skully.gam and save your mission. Be sure to have Skully.gam
in your ThiefII folder.

-----------------------------------------------------------------
Drop all the .bin and .cal files from mesh (or the ones you want/ named below) into your
ThiefII/mesh folder. And their respective skins in the ThiefII/mesh/txt16 folder.

Drop all the .bins from obj into ThiefII/obj folder and their skins into ThiefII/obj/txt16.

-----------------------------------------------------------------
If you want them to explode with the body parts they have, DO NOT, I repeat DO NOT:

1- create under Zombie Archetype
2- Add> Game> Damage Model> Slay result
3- S> Script> Zombie Regen

They work fine without these props, but won't work right with them. Without Zombie Regen you can't use M-ZombiePossum like normal, you must create your own AIWatchObj link to remove that prop.
------------------------------------------------------------------
Create each type under Undead and save your gamesys often during this process. Add the M-Skully
Metaprops after they've been created.

SkullyZombie:
Shape>Model Name: skullyun (unarmed)
Add all zombie props to him, except the ones listed above, and add M-SkullyParts Metaprop to
him(see below).

Skully Archer:
Shape>Model Name: skulyarc (Archer)
Add all props under Bowman and Bafford Bowman to him, also add
Speech>Voice>vhaunt
Schema>Class Tags: CreatureType Haunt
MetaProp:M-SkullyParts (see below)

Skully Haunt:
Shape>Model Name: skullysw (Skully with Sword)
or
Shape>Model Name: skulyswh (Skully with sword and helmet)
Add all haunt props
MetaProp: M-SkullyParts

Skully Mage:
Shape>Model Name: skullyun (unarmed)
The only way I could get projectiles to work was to make a Mechanist Priest, change model and
voice to that of a haunt. To make him shoot a skull I had to find the concrete "Hammer Spell" he is linked to and change the Shape>Model name to skul10. Shoot Projectile from right wrist, not right hand.

Skully Vampire:
Shape>Model Name: skulyvam (unarmed)

------------------------------------------------------------------
M-SkullyParts Metaprops:
This can actually be time consuming depending on how many types of Skully you use. These are
the body parts that scatter when you kill a skeleton. Each Skully has his own parts, for
example: Skullyun is just a skeleton, but Skully sword drops a sword when he is killed and
Skulyarc drops a bow.

Create each body part in the object>Physical>Debris>Remains hiearchy
Add Skully Parts to keep track of them and give it the Ceramic Materials Metaprop.
Then every object in this hiearchy will sound like bones.
Add Tweq>Delete state>{ON;[NONE];0;0}
Add Tweq>Delete>{Destroy Obj;Sim;{NONE};{NONE};30000}
The Tweq props make all the parts disappear after a little while, this is good considering
every dead skelton is replaced with about 10 objects for the game to keep track of,
deleting them helps the game out.

Parts are named like this (add these names under SkullyParts, then give them the Shape>ModelName
listed below [example:skul10] ):

Skully Head (-0000):skul10 ----
Skully Ribs: skul09 ----
Skully Hips: skul08 ------These five parts will be linked to each SkullyParts Metaprop.
Skully Left Leg: skul07 ----
Skully Right Leg: skul07 ----
---
Skully Left Arm: skul05
---
Skully Right Arm: skul04
---
SkullySword: skul02 ----each of these parts will depend on which skully they belong too.
---
SkullyHelmet: skul11
---
SkullyBow: skul03

Keep track of the numbers (-0000) after each object you create. Write them down for easy
reference.

Now open up Object Hiearchy and pick Metaprops from the pulldown, navigate to
AI_Behaviors>AI_B_GEN>
Add: M-SkullyBaseParts
Add: M-SkullySwordParts
Add: M-SkullySwordHelmetParts
Add: M-SkullyArcherParts

Each of these is a new Metaprop (save gamesys!).
Now give each Metaprop a Corpse link to each bodypart {ie. (-0000)} (not a ~corpse link)
Use the first five parts listed for every Metaprop, for the rest you have to link the
desired parts.
An unarmed skeleton will also get a link to each arm.
A sword skeleton will get a link to a left arm and a sword.
A sword/helmet skeleton will get a link to a left arm, a helmet and a sword.
An archer will get a link to a bow and a right arm.

Now you'll also want to give each metaprop a link to a DelayZomKaboom(-5434), this will make the
parts explode away from the skeleton. In the demo I made a prop under this one and changed
the blowup props a little. You can find it under SFX>FireFX>Explode FX.

Save gamesys.

-----------------------------------------------------------------
If you want to use the skeleton pieces seperatley from AI's than create them under the regular
bone hiearchy, they are already in the object folder so they don't take any more room. But
you can't use the Skuuly Body Parts, they dissappear like flinders.

-----------------------------------------------------------------

====================================

This Demo was made by Studio of Schwaa/ Badd Cog Productions and has no connection to Through the
Looking Glass Studios or Eidos Interactive.

Thanx to everyone at TTLG who helped me figure this stuff out, hopefully this Demo will help you learn more about this wonderful thing we call "Dromed".

A great big thanx to ShadowSpawn, without him the Skully Bros would have never made it into Thief (they probably wouldn't even exist), he has also been a great help with custom objects throughout my learning curve. Its people like this behind the scenes that make the TTLG FM community so great, Thanx Alot!!!

Thanx NightWalker for Beta.

• Uploaded 12.04.2002 • Size 1.84 Mb
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