Shadowrun: Hong Kong - Extended Edition

Shadowrun: Hong Kong - Extended Edition

Shadowrun: Hong Kong Steam Workshop
Using the Shadowrun: Hong Kong Level Editor, you can expand your Shadowrun expereince with new missions, stories, characters, and more! Share your work and your experience here on the Steam Workshop.
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fubarbarian 2017 年 9 月 27 日 上午 10:23
A guide to simulating the Dragonfall matrix
Hello modders! I had been tinkering with the editor, playing around with converting Dragonfall to the HK engine, as a way to learn the editor by jumping straight into the fire, so to speak. I'm not going to finish, partly because the editor crashes to desktop a little too often and I'm sure several experienced modders are possibly much further along with a conversion. However, I haven't seen an example of these scripts that work pretty well at handling the older matrix in the new engine, so I thought I'd share:

I wanted some way to easily identify if an actor should be allowed to interact with jack points, so I created a trigger that tags the actors as they're spawned, after checking if they have the decking skill and a cyberdeck. (One thing I couldn't find was a way to check if the triggering actor has a deck, so I had to check generically on the team. It seems like there should be a better way for this specific part of the check. Maybe a way to add an isDeck tag to items?) This could be changed to check at each turn in scenes where the actors can change or lose gear (fried cyberdeck?). Here's how it looks in the editor:
Check_isDecker[pasteboard.co]

The trigger that controls the matrix and turn behavior is this modifed meat world check. As in the original version of this trigger, it's sometimes called directly without parameters, but I also added parameters so it can fire on it's own when enemies die, possibly when combat ends. (Using the on combat ends trigger didn't give me the same result I expected.) Like the original, it's checking if any guards (which are always hostile) are in the camera region of the default dimension (meat world), but this also checks if any runners are in the matrix. When the stars align, this will disable the meat world and put the matrix into the newer free move turn style. Otherwise, while in meat world combat, your decker will also take their allotted turns in the matrix.
Check_MeatWorlDisable[pasteboard.co]

Now I added a couple props for the jack point, which I copied from examples found in Hong Kong. The first is the jack point interaction, available in turn mode and only to actors with the isDecker tag. The second is the "fake" jack point, which is a conversation interaction, available only in free move turns. They look like this:
OpsTerm_JackPoint[pasteboard.co]
OpsTerm_JackPoint_Fake[pasteboard.co]

The conversation allowed me to check if the player has the isDecker tag I created and to provide the player with the option to let Monika jack-in instead.
a1_Intro_s1-OperationsNode[pasteboard.co]

I created a couple events, which I tied to the conversation nodes (Event_jack_in_player, Event_jack_in_Monika).

The trigger for the player event is basic as it forces an interaction with the turn mode jack point prop.
OpsNode_jack_in_player[pasteboard.co]

The Monika jack-in trigger first moves the player to a small region I created, and then moves Monika to the jack point, before she jacks in. It looked silly otherwise when she jacked in a few squares away from the terminal. These are the pre-wireless days of Shadowrun afterall. Using WARP allows the actors to move even while the conversation dialog is open.
OpsNode_jack_in_Monika[pasteboard.co]

There were three more triggers for enabling / disabling IC that were left nearly the same as the originals, except I made sure the runner team's turn was re-enabled if the persona died or the player jacked out:
Enable_IC_on_jack_in[pasteboard.co]
Disable_IC_on_persona_death[pasteboard.co]
Disable_IC_on_jack_out[pasteboard.co]

Finally, the last triggers I changed were the IC spawners. The IC spawned ok, but they always took a turn practically as they were spawning. This didn't seem right and when I checked in Dragonfall, most IC would spawn, interrupt the persona movement, then the player would get their actions. I found isolating to the runner team as the only active team for one turn did the trick:
SpawnICWave1[pasteboard.co]

After a few days of resaerch, trial and error, and reasonable amounts of swearing, I was able to create these steps that I haven't seen in the other content packs I've looked at. Since I don't see any way to rebuild Dragonfall with the current tools (missing music), it seemed a shame to not share these updates at least. I hope they're helpful to someone.
最后由 fubarbarian 编辑于; 2017 年 9 月 27 日 上午 10:28
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DaveOfDeath 1 2017 年 10 月 3 日 上午 11:45 
Always enjoy the modder sharing. Thanks.
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