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Posted by Pent, Apr 16, 2014 at 9:57 am
Alright, it is now properly fixed, and Silva can trigger earthquakes in GC6.

In gods.cpp:

void silva::PrayGoodEffect()
{

    // ...

  if(!game::GetCurrentLevel()->IsOnGround())
  {
    ADD_MESSAGE("Suddenly a horrible earthquake shakes the level.");
    int c, Tunnels = 2 + RAND() % 3;
    if (game::GetCurrentLevel()->GetLevelScript()->IsZombieLevel()) 
		Tunnels = 0;
   // ...
}
Posted by Pent, Apr 15, 2014 at 10:28 pm
Created a quick fix for the bug that causes Silva to crash the game in GC6. Praying to Silva there will spawn wolves instead of starting an earthquake:

In gods.cpp:
void silva::PrayGoodEffect()
{

    // ...

  if(!game::GetCurrentLevel()->IsOnGround() && !game::GetCurrentLevel()->GetLevelScript()->IsZombieLevel())
  {
    ADD_MESSAGE("Suddenly a horrible earthquake shakes the level.");
    
   // ...
}

In script.h:

class levelscript : public scriptwithbase
{
  // ...
  SCRIPT_TRUTH_WITH_BASE(IsCatacomb);
  SCRIPT_MEMBER_WITH_BASE(festring, EnterImage);
  SCRIPT_MEMBER_WITH_BASE(v2, EnterTextDisplacement);
  SCRIPT_TRUTH_WITH_BASE(IsZombieLevel);
};

In script.cpp:

void levelscript::InitDataMap()
{
  // ...
  INIT_ENTRY(EnterTextDisplacement);
  INIT_ENTRY(IsZombieLevel);
}

In dungeon.dat:

 Level ZOMBIE_LEVEL;
  {
    Rooms = 1;
    IsZombieLevel = true;
    IgnoreDefaultSpecialSquares = true;
    MonsterAmountBase = 20;
    LOSModifier = 24;
    FillSquare = FLINT solidterrain(GROUND), GNEISS earth;
    //...
   }

Tomorrow I'll poke around and see if I can figure out why the earthquake causes the crash on that level (if anyone knows anything about this any info would be greatly appreciated), but failing that this should work nicely.
Posted by Pent, Apr 15, 2014 at 4:50 pm
^Pepsi will also give you a slight perception boost, at the cost of your guruism.
Posted by Pent, Apr 7, 2014 at 4:34 pm
Warheck wrote
EDIT: I think there should just be a check in the logic to see whether terrorist is not the null-terrorist (i.e. zero).

I tried changing it to:

if(Victim && Terrorist)
	Terrorist->Hostility(Victim);

and it seems to work now. I'll do a bit more testing to make sure it works properly. I didn't push the last one to the repo (I don't think I have the power to push changes anyways).
Posted by Pent, Apr 6, 2014 at 3:54 pm
Warheck wrote
Mustard gas hostility bug
Still facilitates masochism, and fixes the NPC staying in the gas cloud by virtue of the hostility change. Fixed using the following code, and some tweaks to instances of GasExplosion() in miscitem.cpp, level.cpp, gear.cpp and level.h.

This introduced a bug that caused the game to crash if the player stepped on a mine while carrying a gas grenade. I managed to fix it by altering

if(Victim)
	Terrorist->Hostility(Victim);

to

if(Victim && !Victim->IsPlayer())
	Terrorist->Hostility(Victim);

It will still crash if an NPC is hit by a mine-activated grenade, but the chances of that happening unintentionally are fairly low, so it shouldn't be too much of an issue. A more permanent solution would be not to set hostility in the case the grenade was activated by a mine (therefore no Terrorist to assign the hostility to), but that may be beyond my capabilities.
Posted by Pent, Apr 4, 2014 at 5:40 pm
As I recall from another thread, in IVAN 0.40 (or one of the .4s; too lazy to check), you could dip containers and weapons into solid materials like flesh, but for whatever reason (likely what you said, 4zb4) it was removed in 0.50.

I also just realized that weeping blades in CVS spill acid on enemies; I never bothered using them before because they're always made of fairly weak materials.
Posted by Pent, Mar 30, 2014 at 12:11 am
I just found out that kneeling at an altar with '_' will give you a (very) slight increase in favor with that god.
Posted by Pent, Mar 24, 2014 at 11:22 pm
chaostrom wrote
IVAN has always been dark.

Yeah, but it does it in the most charming way.
Posted by Pent, Mar 24, 2014 at 1:30 pm
After years of being confused by it, and eventually just assuming it did nothing, I finally figured out what that "Be nice to pets?" option does in CVS... If you set it to 'no', and have a sadist weapon (whip/banana peel/bodyparts/etc) and your pet is a masochist, moving into them will ask "Do you want to punish them?" and if you say yes you'll hit them, instead of just displacing them like normal.

Not very useful it seems, but you can get some whip training in on the slave in Attnam if nothing else (wow... this sounds incredibly dark).
Posted by Pent, Mar 16, 2014 at 8:07 pm
I used that link, but that gave me the initial problems. I'll pm you

EDIT: Thanks, it worked!