by Blzut3 » Thu Mar 23, 2017 3:45
david_a00 wrote: ↑Thu Mar 23, 2017 2:20
What exactly does HOLOWALL mean for UWMF? Make a copy of the tile definition for the map spot, turn off all the blocking flags, and use it at that location?
Yes.
david_a00 wrote: ↑Thu Mar 23, 2017 2:20
Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird.
In vanilla the behavior is if you're standing in the "floor code" (zone) then the exit switch takes you to the secret exit. So if you had an exit switch accessible from both sides one would be secret the other would be normal.
david_a00 wrote: ↑Thu Mar 23, 2017 2:20
What exactly happens when fillzone is disabled for a modzone? Fill in -1 for that tile?
It works as a normal zone.
david_a00 wrote: ↑Thu Mar 23, 2017 2:20
Tags would never show up in a translated map, right?
Tags can show up in a map which uses 4 planes or ROTT RTL maps. The 4th plane is a bit complex (since everything in ROTT seems arbitrary), but the part that ECWolf supports is simple. In the 4th plane you put at the trigger location 0xXXYY which is the coordinates of the activation site (switch or "touch plate").
In UWMF the role of tags is reversed, but ultimately they're interchangeable since you can have multiple triggers in one location. You need to translate that to having the trigger at the activation site pointing to the location of what you want to affect.
See the code after "// Install triggers" in gamemap_planes.cpp.
david_a00 wrote: ↑Thu Mar 23, 2017 2:20
Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps?
It's the same binary format, but off hand I don't know how much of it can be translated. Over time I'll be capturing the feature sets of all the commercial games. It's unlikely that UWMF is missing a way to express something, but ECWolf might not have all the features needed (trigger types specifically).
[quote=david_a00 post_id=64373 time=1490232009 user_id=1991]
What exactly does HOLOWALL mean for UWMF? Make a copy of the tile definition for the map spot, turn off all the blocking flags, and use it at that location?
[/quote]
Yes.
[quote=david_a00 post_id=64373 time=1490232009 user_id=1991]
Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird.
[/quote]
In vanilla the behavior is if you're standing in the "floor code" (zone) then the exit switch takes you to the secret exit. So if you had an exit switch accessible from both sides one would be secret the other would be normal.
[quote=david_a00 post_id=64373 time=1490232009 user_id=1991]
What exactly happens when fillzone is disabled for a modzone? Fill in -1 for that tile?
[/quote]
It works as a normal zone.
[quote=david_a00 post_id=64373 time=1490232009 user_id=1991]
Tags would never show up in a translated map, right?
[/quote]
Tags can show up in a map which uses 4 planes or ROTT RTL maps. The 4th plane is a bit complex (since everything in ROTT seems arbitrary), but the part that ECWolf supports is simple. In the 4th plane you put at the trigger location 0xXXYY which is the coordinates of the activation site (switch or "touch plate").
In UWMF the role of tags is reversed, but ultimately they're interchangeable since you can have multiple triggers in one location. You need to translate that to having the trigger at the activation site pointing to the location of what you want to affect.
See the code after "// Install triggers" in gamemap_planes.cpp.
[quote=david_a00 post_id=64373 time=1490232009 user_id=1991]
Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps?
[/quote]
It's the same binary format, but off hand I don't know how much of it can be translated. Over time I'll be capturing the feature sets of all the commercial games. It's unlikely that UWMF is missing a way to express something, but ECWolf might not have all the features needed (trigger types specifically).