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User:Reina

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Reina
Discord: reina#4558 (defunct rn; use talk page if you need)

Hey there, I'm Reina, one of many queens. I wonder how many more there are on TCRF? :D

Please be nice and constructive with any feedback about my edits and other stuff. Thank you!

Pages I love

Batch upload image files!! And it works in IE 11!!! WOWZERS

Stuff about uploading images It's tiring, cumbersome, but I understand why the guidelines are so strict.

Tomb Raider (2013) I just really like this game. Truly one of the games of all time

Doom on 3DO is one of my favourite videogame stories! Bless the port-person.

Track Meet is an even worse story.

Monster Party's prototype page is disproportionately chock-full of content compared to the main screen and I love it. I don't even enjoy horror as a genre that much lol

Pages I've done something on

twisted metal 4 prototype page | the cooler twisted metal 4 prototype page | twisted metal small brawl prototype page

Contribution lists feel boring rn so I won't expand this for the time being

Reina's Batch Uploaders

My own tools for uploading stuff.

Stuff I should upload

Most of these are for BloodRayne. Caution, i can haz cheeseburger editing. bleaze do not hold to tcrf guidelines yet : DDD

to add to page

some keyboard shortcuts work in the events/cheats;

Delete deletes characters in front, or the entire highlighted field (in contrast with most OSes which do this with Backspace).

⇧ Shift can be held down to select multiple characters. Strangely, not Ctrl + Shift.

Ctrl + C / V copy / pastes!

An unused? function exists in many Argentina levels. It sets the fog to an unplayable distance, likely was a debugging tool.

:BogusRoom
  if (cmp(prevRoom != 999))
  {
   setCounter(prevRoom,999)
   setFog(255,0,0,0,40,0)
  }
  return  

Also in AR_MB_BARRACKS.SCR? with slightly different parameters


  :BogusRoom
  if (!KillboxFog)
  {
   setFog(255,0,0,0,40,0)
  }
  flagon(NewRoom)
  return
  

AR_GH_SUBBAY has the coding used in the game's demo in the retail build. Notably, this is the only place where setComboLevel() has a single parameter.

  if (DemoMode)
  {
   createActor(TriggerWarpToMine)
   createActor(GunHack)
   setZoomAvailability(true)
   setComboLevel(5)
   flagon(PowerMovesAreAvailable)
   createActorGroup(DemoDoor)
  }

ar_gh_wrecked

Going back into the fire pit invokes slightly involved programming than most death triggers:

First, going into the fire pit raises a "Suicide" flag (.MSN file)

{ CTrigger "TriggerFirePit"
	0,119.227,-27,368.439    // location
	0,0,0    // orient
	1    // enabled
	""    // group
	0    // selfIlluminated
	0    // attachCount
	0    // triggerState
	28.2092,24.8731,29.2747    // triggerSize
	0    // triggerType
	"Suicide"    // onName
	""    // offName
	0    // whoTriggers
	"nobody"    // actorTriggerName
	"CDemonActor"    // actorTriggerTypes
	0.25    // lightMin
	1    // lightMax
	1    // laserType
	100    // hitPoints
	0    // pressurePlate
	58    // testRadius
	1    // autoAimAtMe
	0    // shape
	""    // damageActorWildcard
	"TriggerFirePit"		// hiliteActor
	0    // kickMe
	0    // ignoreDamageThreshold
} CTrigger "TriggerFirePit"

Then, the level scripts trigger a "Dumbass" persistent flag before finally killing you and triggering a special fadeout effect (the second line setting fade to red seems to be ignored). (for context, the previous level before this was all about running from that ball of fire for two minutes, so that makes sense)

  if (Suicide && !Dumbass)
  {
   flagon(Dumbass)
   killCharacter($,generic)
   fade(255,255,200,20,0.5)
   wait(0.5)
   fade(255,0,0,0,1)
  }

Console commands

< pre >, because I have no idea how to format this small documentation

raisables (case-insensitive) - on debug, Ctrl + R to type these

typing a not-function will raise a non-persistent flag, usually disabled the next frame.

flagOn() // raises a persistent flag inside () - see :functions in mission .scr files 

flagOff() // lowers a persistent flag inside ()

killCharacter($, generic) // target, type (possibly used for gibbing enemies?)

hurtCharacter($, generic, 1) // target, type 
// types: generic, bullet, fire, water, gas
// plays HURT and GRUNT voices respectively, others silent
// generic and fire causes flinch
// if negative, generic doesn't add health; bullet doesn't play bullet sound
// bullet and water seem unused within map scripts, probably as they are handled by primitive hard coded functions

setFog(20,30,50,0,450) // R, G, B, fog start, fog end (draw distance; does not affect manual culling)

setCameraModeFollow($, 0, 0,180)

setCameraModeFollow(Mynce, 5, 5,0)

setCameraModeLockon($, 3,1,-2,0,20,0,1) // locks on the camera towards someone's face. 

// in order: target ($ usually self), 
					   distance, 
						 height, 
						     target height?, 
							   rotation (0 for front), 
								 ?, 
								    lerp duration?, 
									  ?

setCameraModeLockon($, 0.1,0,0,0,20,0,1)

misc

Apparently Joe Jing published the Game Design Document for BloodRayne. Game. Design. Document...

Find it at [1]. Mirror at my Mega (which has some other BR1 stuff). Thanks to Susan Flint again!

BR2 has unused voices as well.

Alright that's all from me. Bye~