Product Chat / Blocking zones, AI safezones, lens flares and others

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Yurif74
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Posted: 30th Jun 2017 11:00 Edited at: 30th Jun 2017 11:50
Hello all,
i'm back from a major hardware failure and update, so i have a new gear
After going to community vote page to adjust my votes i noticed some completed features, for example Blocking and Ai safe zones and lens flare.
I ran Gameguru to try these new features but i didn't find any "blocking" or "ai safe" zones in markers list...
How should i use it?
Another feature is lens flares, i ran a demo map and put "lens flares" to 100, but no lens flares are showing (i have "highest" settings on all shaders)

Any help here please?
Thanks!
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Yurif74
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Posted: 2nd Jul 2017 17:52
so.. no reply?
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LeeBamber
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Posted: 2nd Jul 2017 22:49
The AI Safe zones are called Cover Zones in the markers tab. Lens flare is a feature of the post process shader set above zero, just dump in plenty of bloom and then point the camera dead center on a bright part of the scene and see the flare effect. You can adjust the effect metrics in the settings.fx file typically found here: "Steam\steamapps\common\Game Guru\Files\effectbank\reloaded"
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Yurif74
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Posted: 3rd Jul 2017 10:32
hello and thank you for your reply!
that's funny because i have latest version and i have no cover zones available...
and what about blocking zones?
lens flares are now working thanks
thanks again.
PC: i7 7700k 5Ghz - 16Gb ram - Gtx 1070 Mini Oc 8Gb ram - SSD 128gb *2 (Raid0), Hdd 4Tb

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Belidos
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Posted: 3rd Jul 2017 13:50 Edited at: 3rd Jul 2017 13:53
Are you looking in the right place? Because cover zone's not entirely that new, it's been in there since at least 1.14.

Edit: just noticed your attached image, scroll up in the markers box, it's with the start marker.


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Yurif74
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Posted: 3rd Jul 2017 17:04
ok thank you! found it!
however, since it place a marker like player start, i tried and i actually can't understand how it exactly work...
any clues please? (still looking for blocking zones)
PC: i7 7700k 5Ghz - 16Gb ram - Gtx 1070 Mini Oc 8Gb ram - SSD 128gb *2 (Raid0), Hdd 4Tb

Belidos
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Posted: 3rd Jul 2017 17:20
Quote: "The AI Safe zones are called Cover Zones in the markers tab."


As pointed out above these cover zone markers don't seem to do anything. I've had a look and this is the script for them, it's pretty much an empty script, how exactly are we supposed to use them?


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smallg
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Posted: 4th Jul 2017 09:24
The AI logic has/had code to find and use cover but I don't think it has ever worked reliably.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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cybernescence
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Posted: 4th Jul 2017 14:36
The cover zone logic has some issues I think as does the reload animation code.

I'm rewriting it but is taking some time as it's quite a state machine to keep track of now without easy step through debugging capability.

Cheers.
Yurif74
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Posted: 14th Jul 2017 14:18
and what about blocking zones?
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Teabone
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Posted: 14th Jul 2017 22:39 Edited at: 14th Jul 2017 22:40
Oh... where is the blocking zone? This is new to me and what does it do? If this is just an invisible wall, I've had it since the beta FPSC Reloaded.
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Yurif74
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Posted: 15th Jul 2017 13:57 Edited at: 15th Jul 2017 13:59
This is blocking zones, marked "completed" in community vote page.
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cybernescence
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Posted: 15th Jul 2017 14:20 Edited at: 15th Jul 2017 15:01
Quote: "Blocking zones Create areas where the player and/or bots cannot move into. You might want to stop players walking up steep hills and keep them from escaping your level design. This can be used to ensure Bots stick to areas you define."


For bots, create a floor zone and place the bots inside it - they can't escape into other areas of map ... except when you want them to ... you can use many floor zones and connect them with way points. Then the bots will walk between the floor zones by the route described by the way point path. It's the reverse of a blocking zone - a containment zone or a series of, connected by way paths.

For the player, I'm not aware of anything else (stock) other than placing invisible walls from the scenery folder and scaling them as desired to prevent player access to areas of the map.

EDIT: attach the 'playerblockingzone.lua' script to a trigger zone to prevent the player entering the zone ... is this what you were after for player?

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Yurif74
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Posted: 16th Jul 2017 10:00
yes something like this, but the bumping effect is really odd. however would like to know why you had to provide me a script when it should be implemented in GG.
wondering how many "completed" features are really completed!
thanks!
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Johno 15
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Posted: 16th Jul 2017 19:13
@yurif74 I noticed that as well on the voting board, its quite strange indeed
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DVader
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Posted: 17th Jul 2017 14:04
Quote: "however would like to know why you had to provide me a script when it should be implemented in GG."


Perhaps it is only covered by lua scripts. The commands are still part of Game Guru after all, even if no script is provided. I think the Golden Ally supports this, but could be wrong, not really used GG much of late. You will find many things possible in GG that aren't covered by default scripts.
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LeeBamber
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Posted: 17th Jul 2017 14:56
Blocking Zones for the player was resolved when the Scenery\Invisible Wall.fpe entity was added, which when placed at the foot of hills and impassable areas prevent the player progressing beyond them. The new AI system created something called Floor Zones (in the markers tab) which will contain enemies if you place them inside the zones when you design your levels. When the voting items are marked as completed, they are done to the satisfaction of the text description that accompanies them. They will never be completed to an exhaustive degree as we could easily spend 12 months on a single item and the nature of the voting board was to give everyone a little bit of what they most wanted, rather than subdue all features except the one with the most traffic. I think it's a good system that has brought many useful features since the start of 2017.
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