4
3
forked from H-uru/moul-assets

Changes made due to play testing on Minakta

NexusBlackRoom
[Scene Object - Black_WhtRmSubworldDummy] add to modifiers - Anim Event Modifier "cAnimEventElevatorUp", "cAnimEventElevatorMoving", "cAnimEventElevatorDown"
[Gen Phys - Black_SubWorldExitRegion01] Transform changed to "<hsVector3 X="4.844787598" Y="-1.597872972" Z="17" />" from "<hsVector3 X="2.660830021" Y="-1.59787333" Z="17" />"
[Gen Phys - Black_SubWorldExitRegion02] Transform changed to "<hsVector3 X="0.008117675781" Y="4.08300066" Z="17" />" from "<hsVector3 X="0.008117675781" Y="1.842319965" Z="17" />"
[Gen Phys - Black_SubWorldExitRegion03] Transform changed to "<hsVector3 X="0.00048828125" Y="-3.994360685" Z="17" />" from "<hsVector3 X="0.00048828125" Y="-1.753679991" Z="17" />"
[Gen Phys - Black_SubWorldExitRegion04] Transform changed to "<hsVector3 X="-4.537750244" Y="-1.677083969" Z="17" />" from "<hsVector3 X="-2.382169962" Y="-1.677084327" Z="17" />"
[Responder Modifier - cResetElevator] Changed responder to reverse, continue, then gotobegin for elevator animation to trigger the anim event modifier for down for animation tracking purposes
[Responder Modifer - cRespElevator] Added forward to set elevator to always play forward when triggered, adjusted waittocmdtable due to addition command
[Python File Mod - cPythonBookMachine] 9 and 10 changed to actual linkinpoints instead of fake locations, 18,19,20 added anim event modifiers for elevator animation for tracking purposes
[Anim Event Modifer - cAnimEventElevatorMoving] New anim event modifier - set to trigger at 0.3333333433
[Anim Event Modifer - cAnimEventElevatorUp] New anim event modifier - set to trigger at 7
[Anim Event Modifer - cAnimEventElevatorDown] New anim event modifier - set to trigger at 0
[ATC Anim - Black_WhtRmSubworldDummy_(Entire Animation)_anim_0] added markers for new anim event modifiers
[Filter Coord - Black_SubWorldExitRegion01-4] Adjusted for new positions

NexusWhiteRoom
[Scene Object - WhtRmSubworldDummy] add to modifiers - Anim Event Modifier "cAnimEventElevatorUp", "cAnimEventElevatorMoving", "cAnimEventElevatorDown"
[Gen Phys - ShaftProxy] Transform adjusted to match blackroom
[Gen Phys - SubWorldExitRegion01] Transform changed to "<hsVector3 X="4.844787598" Y="-1.597872972" Z="17" />" from "<hsVector3 X="3.092109919" Y="-1.59787333" Z="17" />"
[Gen Phys - SubWorldExitRegion02] Transform changed to "<hsVector3 X="0.008117675781" Y="4.08300066" Z="17" />" from "<hsVector3 X="-0.287902832" Y="1.889780045" Z="17" />"
[Gen Phys - SubWorldExitRegion03] Transform changed to "<hsVector3 X="0.00048828125" Y="-3.994360685" Z="17" />" from "<hsVector3 X="-0.2955322266" Y="-1.789659977" Z="17" />"
[Gen Phys - SubWorldExitRegion04] Transform changed to "<hsVector3 X="-4.537750244" Y="-1.677083969" Z="17" />" from "<hsVector3 X="-2.395689964" Y="-1.677084327" Z="17" />"
[Gen Phys - TriggerNoClimbRegion] transform and hull bounds adjusted to cover entire nexus region
[Responder Modifier - cResetElevator] Changed responder to reverse, continue, then gotobegin for elevator animation to trigger the anim event modifier for down for animation tracking purposes
[Responder Modifer - cRespElevator] Added forward to set elevator to always play forward when triggered, adjusted waittocmdtable due to addition command
[Python File Mod - cPythonBookMachine] 9 and 10 changed to actual linkinpoints instead of fake locations, 18,19,20 added anim event modifiers for elevator animation for tracking purposes
[Anim Event Modifer - cAnimEventElevatorMoving] New anim event modifier - set to trigger at 0.3333333433
[Anim Event Modifer - cAnimEventElevatorUp] New anim event modifier - set to trigger at 7
[Anim Event Modifer - cAnimEventElevatorDown] New anim event modifier - set to trigger at 0
[ATC Anim - Black_WhtRmSubworldDummy_(Entire Animation)_anim_0] added markers for new anim event modifiers
[Filter Coord - Black_SubWorldExitRegion01-4] Adjusted for new positions

WallAdditions
Many changes made to better organize the audio and account for new audio recorded by Doobes and r'Tayrtahn

grsnTrainingCenterMudRooms
[Gen Phys - DrRgnSnsr04New] Moved hull bounds back a little so it wouldnt trigger the door when you link in

grsnWallRoomClimbingPhys
[Static Sound - cSfxDeniedButton] volume set to 0.25
[Static Sound - cSfxDeniedButton0] volume set to 0.25
[Static Sound - cSfxSelectButton] volume set to 1
[Static Sound - cSfxSelectButton0] volume set to 1

TrnCtrControlRoom01
[coord interface - LinkInPointCtrlRm01] Moved down to the floor, so when you link in your not falling from a large height

TrnCtrControlRoom02
[coord interface - LinkInPointCtrlRm02] Moved down to the floor, so when you link in your not falling from a large height
This commit is contained in:
2022-03-08 22:19:24 -08:00
parent b9e5d93a9e
commit e4c9a5d8cb
147 changed files with 348 additions and 112 deletions

View File

@ -161,13 +161,13 @@ Definitely played by two different sides. It's not clear how many were on each s
MAZE CREATION:
Red button at the top engaged the control panel. Once engaged, the nice little red lights started flashing and teams needed to determine how many blockers they would be working with.
Green button at the top engaged the control panel. Once engaged, the teams needed to determine how many blockers they would be working with.
Three buttons on the left side of the panel were quick jumps to preset numbers of blockers: bottom button is a quick jump to five, the middle button ten, and the top fifteen. Purple (they look pink to me) lights, up at the top, represent how many blockers have been selected for the purple team and yellow for the yellow team. Blockers can be raised or lowered by ones with the buttons on the right side. If a team wanted seventeen blockers, they would press the top left button once and the top right button twice. Yeah, I've definitely seen more intuitive panels in my life.
Regardless, once either side pressed the middle button on the right side, the number was locked on both machines. There was no turning back, at least in regards to how many blockers were going to be used for the game. Those little lights stop flashing and the purple/yellow lights go blank.
Regardless, once both side pressed the middle button on the right side, the number was locked on both machines. There was no turning back, at least in regards to how many blockers were going to be used for the game. Those little lights stop flashing and the purple/yellow lights go solid.
Setting up blockers was fairly easy: press the section of the grid where a blocker should appear and...it appears. Magic. A light at the top also appears for each blocker. Once the maze has been set, the red button is pressed and the maze is locked in and transferred to the wall. After both sides had set up their mazes, I'm sure someone would say "let the game begin". They just had to.
Setting up blockers was fairly easy: press the section of the grid where a blocker should appear and...it appears. Magic. A light at the top also appears for each blocker. Once the maze has been set, the green button is pressed and the maze is locked in and transferred to the wall. After both sides had set up their mazes, I'm sure someone would say "let the game begin". They just had to.
THE SUITS
@ -244,5 +244,10 @@ RETRIEVE YOUR
KI</translation>
</element>
</set>
<set name="Wall">
<element name="MatchDuration">
<translation language="English">Elapsed Time: %1s</translation>
</element>
</set>
</age>
</localizations>

View File

@ -249,5 +249,10 @@ RÉCUPÉRER VOTRE
KI</translation>
</element>
</set>
<set name="Wall">
<element name="MatchDuration">
<translation language="French">Elapsed Time: %1s</translation>
</element>
</set>
</age>
</localizations>

View File

@ -247,5 +247,10 @@ HOLEN SIE SICH
IHRE KI</translation>
</element>
</set>
<set name="Wall">
<element name="MatchDuration">
<translation language="German">Vergangene Zeit: %1s</translation>
</element>
</set>
</age>
</localizations>

View File

@ -200,5 +200,10 @@ TUO KI,
PER FAVORE</translation>
</element>
</set>
<set name="Wall">
<element name="MatchDuration">
<translation language="Italian">Tempo trascorso: %1s</translation>
</element>
</set>
</age>
</localizations>

View File

@ -202,5 +202,10 @@ RECUPERA TU
KI</translation>
</element>
</set>
<set name="Wall">
<element name="MatchDuration">
<translation language="Spanish">Tiempo transcurrido: %1s</translation>
</element>
</set>
</age>
</localizations>

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