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Re: secret room
Posted: Thu Dec 17, 2009 4:34 am
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.
Re: secret room
Posted: Thu Dec 17, 2009 1:24 pm
by Rarsonic
. In Doom after you end map but still.
Well, some source ports (such as ZDoom) and mods have a secret meter.
Re: secret room
Posted: Thu Dec 17, 2009 1:35 pm
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
Re: secret room
Posted: Thu Dec 17, 2009 8:33 pm
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.
Re: secret room
Posted: Thu Dec 17, 2009 9:48 pm
by GreatEmerald
NavigationPoint? I'd say it would be more logical if it was ZoneInfo, since secret rooms may have complex geometry.
Re: secret room
Posted: Fri Dec 18, 2009 2:29 am
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.
Re: secret room
Posted: Fri Dec 18, 2009 8:49 pm
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
Re: secret room
Posted: Fri Dec 18, 2009 9:21 pm
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.
Re: secret room
Posted: Fri Dec 18, 2009 9:34 pm
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.