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secret room

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Leo T_C_K
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Joined: Sat Aug 27, 2005 6:24 pm

Re: secret room

Post by Leo T_C_K »

No, but the secrets in Bluff and Dasa Cellars are indeed hardest ones. It took me some time to figure out how to open these bars for the lever to the well with asmd. Or at Bluff, that there is secret superhealth behind skaarj wall, or the eightball under the floor. The Nali cross superhealth thing and the armor I knw though and of course that area with weaponpowerup, if that can be counted as secret.

The problem is that at Unreal it is harder due to fact that the secrets are not being counted unlike other games like Quake, doom, shadow warrior etc. You knew that you missed something there. In Doom after you end map but still.
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Rarsonic
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Re: secret room

Post by Rarsonic »

. In Doom after you end map but still.
Well, some source ports (such as ZDoom) and mods have a secret meter.
Last edited by Rarsonic on Thu Dec 17, 2009 1:24 pm, edited 1 time in total.
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pickledegg
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Re: secret room

Post by pickledegg »

. In Doom after you end map but still.
Well, some source ports (such as ZDoom) and mods have a secret meter.
secret meter for unreal?? would be nice for unexpierienced players
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Rarsonic
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Re: secret room

Post by Rarsonic »

secret meter for unreal?? would be nice for unexpierienced players
One would have to put some secret area markers (probably a NavigationPoint) like ONP/Xidia-based gameplay types do. But yes, it could be a nice idea.
Last edited by Rarsonic on Thu Dec 17, 2009 8:34 pm, edited 1 time in total.
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GreatEmerald
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Re: secret room

Post by GreatEmerald »

NavigationPoint? I'd say it would be more logical if it was ZoneInfo, since secret rooms may have complex geometry.
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Leo T_C_K
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Re: secret room

Post by Leo T_C_K »

. In Doom after you end map but still.
Well, some source ports (such as ZDoom) and mods have a secret meter.
I know...but I was talking about vanilla games, unmodded.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: secret room

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

A semi-pseudo-code for that would be (I made it up now):

Code: Select all

class SecretZone expands ZoneInfo;

var Actor RapedActors[1337^nedm];
var int RapedCount;

function EnterZone(Actor A)
{
    if (A.IsA('PlayerPawn') && HasntBeenHereBefore(A))
    {
        SomeSpecialPRIClass(PlayerPawn(A).PlayerReplicationInfo).SecretCount++;
    RapedActors[RapedCount++] = A;
    }
}

function HasntBeenHereBefore(Actor A)
{
    local int lol;
    for (lol = 1; lol
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Leo T_C_K
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Re: secret room

Post by Leo T_C_K »

The problem is that not only zones are counted as secret usually, so a simpler actor would be better, I suppose how ONP does it.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: secret room

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

In Actor.uc:
D.Maddo (Gizzy) says:

var(Advanced) bool bIsSecretGoal; // This actor counts in the "secret" total.
var(Advanced) bool bIsKillGoal; // This actor counts in the "death" toll.
var(Advanced) bool bIsItemGoal; // This actor counts in the "item" count.
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