Search found 476 matches

by copperman
Tue Feb 03, 2004 11:43 pm
Forum: RTC Editing
Topic: Multiple constant weight toggle dilemma
Replies: 10
Views: 2061

Yep thats it, toggle and deactivate, works for any number of alcoves/switches, just make the counter "count same as the number of alcoves/switches. The bit I mean in CSB uses red switches not alcoves, but I originally got the idea from the riddle room in DM, although thats a different rig, only...
by copperman
Tue Feb 03, 2004 9:04 pm
Forum: RTC Editing
Topic: Multiple constant weight toggle dilemma
Replies: 10
Views: 2061

I made it work, Look above. :D Tried it with 10 alcoves and it works fine.

Answer: You DO NOT need constant weight. Just a direct TOGGLE on the COUNTER.
by copperman
Tue Feb 03, 2004 5:15 pm
Forum: RTC Editing
Topic: Multiple constant weight toggle dilemma
Replies: 10
Views: 2061

I'm using constant weight to make the player leave the object(s) in the alcove(s) so when both are in the door opens, if either is remove it closes again, if the item is replaced the door reopens. I can't work out a way to use alcoves and one counter/door to achieve this and using activate deactivat...
by copperman
Tue Feb 03, 2004 5:00 am
Forum: RTC Archive
Topic: [Done for V0.38] Extending OPBY ?
Replies: 2
Views: 1051

[Done for V0.38] Extending OPBY ?

Sure this has been mentioned before...

Will it ever be possible to discern the "power" of a spell?

Code: Select all

OPBY=(DUNGEON_SPELL_FIREBALL_MON)
Like so.
by copperman
Tue Feb 03, 2004 4:39 am
Forum: RTC Editing
Topic: Multiple constant weight toggle dilemma
Replies: 10
Views: 2061

Multiple constant weight toggle dilemma

I wish to toggle a door ( initially closed ) by putting an object A into alcove A and object B into alcove B. When both objects are in place the door opens, if you remove one or other it closes again ( rinse and repeat :roll: ). I tried counters but it soon becomes impossible to manage ( without a c...
by copperman
Mon Feb 02, 2004 9:00 pm
Forum: RTC Suggestions
Topic: Damage tile affects only 1/4 tile
Replies: 2
Views: 1677

*Ka5pian puts hand up to vote for that.
by copperman
Mon Feb 02, 2004 6:58 pm
Forum: RTC Archive
Topic: Party icon locking
Replies: 4
Views: 1172

On locking party members.

I like the solution for realistic party reaction, with the change facing when atacked, however I have a simpler(?) idea for how to control locking. How about this? Left click unlocks. Left drag unlocks & moves. Right click locks. Multiple right clicks cycle facing with locking. Right drag moves ...
by copperman
Mon Feb 02, 2004 6:47 pm
Forum: RTC Archive
Topic: Breakable objects
Replies: 25
Views: 5758

Of course, great idea. :D
by copperman
Mon Feb 02, 2004 5:04 pm
Forum: General Archive
Topic: Dungeon Master 2 amiga version problems!!!
Replies: 4
Views: 3678

UAE and DM2

1. DM2 for Amiga can be downloaded from the DM encyclopaedia.

2. Make sure you have the latest version of WinUAE, i know that some fairly recent versions have DM2 issues that have been corrected with this latest release.
by copperman
Mon Feb 02, 2004 6:12 am
Forum: RTC Editing
Topic: A question about COUNTERS
Replies: 4
Views: 1728

Re: A question about COUNTERS

You could however implement a reset by having a separate trigger that deactivates the counter several times? I tried employing this as a work around using a wall switch to cycle through a bunch of wall texts then on the last text click reset the counters with the correct number of deactivates. Firs...
by copperman
Sun Feb 01, 2004 6:34 pm
Forum: RTC Archive
Topic: [Done for V0.38] trigger on absence of objects
Replies: 14
Views: 2840

Could an OPBY=(NOTobject) be added maybe ?
by copperman
Sun Feb 01, 2004 6:29 pm
Forum: RTC Archive
Topic: Breakable objects
Replies: 25
Views: 5758

I thought of poisoned/spoiled food, but how do you make food poison with RTC ? Maybe add this as a switch for cloned food. Also a delay for a convert food to spoiled food property would be nice.
by copperman
Sun Feb 01, 2004 4:47 pm
Forum: RTC Archive
Topic: Reassigning runes
Replies: 11
Views: 2387

Sorry I didn't make that clear did I, I meant anywhere on the level, kinda like a "power word" you cast the spell and a trigger somewhere on the level (where you aren't) [but only on triggers on that level] is activated. Dunno how useful it would be: but I'm sure someone will find a perfec...
by copperman
Sun Feb 01, 2004 4:21 pm
Forum: RTC Archive
Topic: Reassigning runes
Replies: 11
Views: 2387

Yep thats the kind of thing I'm thinking of, and more too, love the extra idea's B ;) Could even assign new spells to activate triggers OPBY=(SPELL[x162]) where x162 is the rune combination (for simplicity)
by copperman
Sun Feb 01, 2004 3:50 pm
Forum: RTC Archive
Topic: Display more information about items in editor
Replies: 0
Views: 940

Display more information about items in editor

When making "shooter/teleporter runs" it would be nice to see what direction the teleporter is applying to stuff, either on the map or in the infobar on the left, in fact as an appendum to this suggest could we get more info in the info bar, trigger/relay delay, direction etc.
by copperman
Sun Feb 01, 2004 3:43 pm
Forum: RTC Archive
Topic: Reassigning runes
Replies: 11
Views: 2387

Reassigning runes

After playing just a little Conflux II (Looks very well done) I should like to suggest extending the design side of the RTC spell sub-engine with the ability to change the runes used for spells. This would make for fresh game play as with C2 and in combination with the spell book would really (IMHO)...
by copperman
Sun Feb 01, 2004 3:40 pm
Forum: RTC Archive
Topic: Magic Map Icons
Replies: 8
Views: 1756

Agreed, this is why I suggest adding these options at design rather than simply add them to the default spell list. Certainly add "statics", they NEED to be seen really.
by copperman
Sun Feb 01, 2004 2:49 pm
Forum: RTC Archive
Topic: Magic Map Icons
Replies: 8
Views: 1756

Yes I wasn't thinking of every individual, just general catagories, if GG added say 2 map spells assignable at design-time, you could assign what say food and drink to one and clothes and weapons to the other.
by copperman
Sat Jan 31, 2004 5:36 pm
Forum: RTC Archive
Topic: Magic Map Icons
Replies: 8
Views: 1756

Yes I see but why not go the whole 9 yards ?
by copperman
Sat Jan 31, 2004 5:11 pm
Forum: RTC Archive
Topic: Magic Map Icons
Replies: 8
Views: 1756

On the whole a kool idea, although I would restrict the display a little, say blue blob for Clothes, purple blob for food/water-skin/chests. Not give too much away, as the original CSB map was. You could tantilise players with an object they couldn't get to or see with a wall eye spell but could see...
by copperman
Sat Jan 31, 2004 2:21 pm
Forum: RTC Archive
Topic: New Floor Item (Hold monster)
Replies: 9
Views: 1663

@beowuff. Sure it's possible to setup ellaborate catchall trigger and relay systems to do this but why not extent the RTC format just a little, (I'm sure this particular thing isn't too hard). An extention to the damage tile adding OPBY would work for this particular instance but a single "MONS...
by copperman
Sat Jan 31, 2004 2:02 pm
Forum: RTC Archive
Topic: New Floor Item (Hold monster)
Replies: 9
Views: 1663

My reasoning for this suggestion was the inability to apply OPBY=(MONSTER_X) to a damage floor item with GG's editor, never having "learned" the ins and outs of the RTC txt format (via notepad etc.). . The block and hold are for flexability and to simplify the logic of achieving the desire...
by copperman
Sat Jan 31, 2004 1:23 pm
Forum: RTC Archive
Topic: New Floor Item (Hold monster)
Replies: 9
Views: 1663

If you block with my fictitious floor item you could for example stop 4 different monster types from moving over the centre tile in a crossroads with a single defenition rather than 4. XXOXX XXOXX OO8OO XXOXX XXOXX Or stop 2 monsters types from encroaching on each other. XXXXX XO8OX XO8OX XO8OX XXXX...
by copperman
Sat Jan 31, 2004 12:56 pm
Forum: RTC Archive
Topic: New Floor Item (Hold monster)
Replies: 9
Views: 1663

New Floor Item (Hold monster)

A hold/block/damage monster floor item. The hold monster would be useful for stopping monsters from roaming areas until necessary i.e. when a party enters the level for the first time. Or to trap monsters. OpBy should only include MONSTER and MONSTER_X (where X is any included monster). Should be ac...
by copperman
Sat Jan 31, 2004 11:51 am
Forum: RTC Archive
Topic: Key Configuration
Replies: 3
Views: 982

You must hit the ATTACKERn KEY then the ATTACKERn ATTACKn key as with the mouse interface. I guess having one set of attack keys 1,2,3 would be enough with hind sight ;)
by copperman
Sat Jan 31, 2004 11:48 am
Forum: RTC Archive
Topic: GAME/EDITING: Gambit's sample dungeon
Replies: 11
Views: 2290

It will run fine from a compile but from the RTC no gfx. I would send the txt but it's got gfx from a few places. I'm using one dongeon to test things in as you are. :D But I'll mail you a copy of the rtc you can have a run round my test stuff. :D
by copperman
Sat Jan 31, 2004 11:15 am
Forum: RTC Archive
Topic: GAME/EDITING: Gambit's sample dungeon
Replies: 11
Views: 2290

SiSoftware Sandra System Host Name : RUTH User : Chris Domain : RUTH Processor Model : AMD Athlon(tm) XP 1800+ Speed : 1.54GHz Model Number : 1800 (estimated) Performance Rating : PR2234 (estimated) Type : Standard L2 On-board Cache : 256kB ECC Synchronous Write-Back (16-way, 64 byte line size) Main...
by copperman
Sat Jan 31, 2004 8:27 am
Forum: RTC Archive
Topic: Key Configuration
Replies: 3
Views: 982

Keys for attack commands

BUMP this with adding the ability to config the attacks as with the runes. Like so... ; - Attacker 1: KEY_ATTACK_CHAR_1 ; - Attacker 2: KEY_ATTACK_CHAR_2 ; - Attacker 3: KEY_ATTACK_CHAR_3 ; - Attacker 4: KEY_ATTACK_CHAR_4 ; - Attacker 1, Attack 1: KEY_ATTACK_1_1 ; - Attacker 1, Attack 2: KEY_ATTACK_...
by copperman
Sat Jan 31, 2004 8:05 am
Forum: RTC Archive
Topic: Over-ride what a cloned monster will drop.
Replies: 4
Views: 1202

Over-ride what a cloned monster will drop.

At present when you clone a monster it still drops the same stuff as its original did, i.e. rocks and stuff for a rock-pile. This limits what can be cloned into what, without those embarrassing mishaps of dropping the wrong stuff. I suggest the ability to over-ride this in the cloning process with a...
by copperman
Sat Jan 31, 2004 7:58 am
Forum: RTC Archive
Topic: GAME/EDITING: Gambit's sample dungeon
Replies: 11
Views: 2290

Although I'm not getting a crash, I'm not seeing any imported bitmats either. I cloned a couple of monsters and changed the bitmaps in the normal way and my dungeon runs but I cannot see the monsters, they are simply invisable. :( 0.28 COMPILE seem busted GG :S