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There are two kinds of maps in original H2, ordinary maps and `rider' maps,
which differ from ordinary maps in not having the ordinary monsters,
but rather the riders and eidolon. Ordinary maps use progs.dat to
define their entities, rider-maps progs2.dat, and which maps take
progs2.dat is specified in the entry `maplist.txt' in pak0.pak. In the PoP Mission Pack, on the other hand, there is back to being just one progs.dat, with no difference between the two kinds of map. As far as I could tell, a maplist.txt file didn't seem to do anything. Anyway, returning to original H2, if you want to put riders or eidolon in your map, you have to make it a rider-map, and can't have ordinary monsters (you can see what pieces of .hc code go into which .dat file by looking at progs.src and progs2.src in the .hc source code; it's just different monsters, and ai.hc vs. ai2.hc). You'll also have to do some experimentation on your own, since I haven't worked on it seriously yet and don't consider it a high priority. But here are some points that might be useful. There are two ways of making your map a rider map. One is to give it one of the rider map names listed in maplist.txt. These are: rider1a, rider2c, meso9, romeric6 and eidolon; and also rick3-rick7 (which don't appear in the paks). The other is to provide a custom maplist.txt file in your projects games directory. For convnience, here's the original: 10 rick3 progs2.dat rick4 progs2.dat rick5 progs2.dat rick6 progs2.dat rick7 progs2.dat rider1a progs2.dat rider2c progs2.dat meso9 progs2.dat romeric6 progs2.dat eidolon progs2.datAll you need to do is to increase the number at the top by howmany new rider maps yo add, and add new lines in the obvious way. I've tested both of these techniques to get eidolon to appear in a map, but I haven't yet set him or any riders up to actually do anything, in fact he was visible for a moment, then disappeared! Note that it seems almost certain from the appearance of the maplist.txt format that it should be possible to define and use additional .dat files for specific maps, which might turn out to be useful in a TC. The entities in the game that are defined only in progs2.dat, with all the fields they actually appear with (not necessarily obligatory, and not necessarily all there are), are:
monster_eidolon:
angle
origin
target
targetname
obj_chaos_orb:
netname
origin
rider_death:
angle
map
origin
target
rider_famine:
angle
map
origin
target
rider_path:
next_path_1
next_path_2
next_path_3
next_path_4
next_path_5
next_path_6
origin
path_id
targetname
rider_pestilence:
angle
map
origin
target
targetname
rider_quake:
abslight
model
origin
rt_chance
spawnflags
rider_quake_center:
origin
rt_chance
targetname
rider_trigger_multiple:
origin
rt_chance
target
rider_trigger_once:
model
rt_chance
target
rider_war:
map
origin
spawnflags
target
targetname
These entities seem to occur only in rider-maps, tho they're defined
for all:
light_thunderstorm:
dmg
light
lightvalue1
origin
spawnflags
style
targetname
wait
monster_rat:
origin
target
targetname
weather_rain:
counter
model
trigger_monsterjump:
model
wait
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