[v4] Kinsie's Gameplay Mod Test Map (Updated 12 Feb 22)

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Jarewill
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Re: [v4] Kinsie's Gameplay Mod Test Map (Updated 12 Feb 22)

Post by Jarewill »

Strife testing map, woohoo! :D
Thank you a lot Kinsie, finally a better place to test mods than MAP10.

The only thing I'd really want to see is a place with the Strife merchants. (WeaponSmith, Armorer, Medic)
They don't need to have dialogue, but it would be nice for them to be there, in case some mods replace them with custom NPCs that have custom shop menus.

cubebert wrote:a way to spawn the ceiling turrets.

At first I thought it was missing that too, alongside all other Strife enemies.
However if you interact with the monsters on display, they will open a spawn menu, which is really handy.
Interacting with the templar allows you to spawn various robotic enemies for example.

Though the turrets spawn on the floor, which is pretty odd.
So I guess a specific place to spawn them on the ceiling would be nice.
Kinsie
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Re: [v4] Kinsie's Gameplay Mod Test Map (Updated 12 Feb 22)

Post by Kinsie »

Jarewill wrote:The only thing I'd really want to see is a place with the Strife merchants. (WeaponSmith, Armorer, Medic)
They don't need to have dialogue, but it would be nice for them to be there, in case some mods replace them with custom NPCs that have custom shop menus.
One thing I want to do is set up these merchants to give the player the items given to the player by NPCs in the retail Strife maps, but literally every actor in Strife has a ConversationID for the giveitem command, so it might take a minute to whittle down to something managable/usable unless some Strife Savant shoots me a list off the top of their head.
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StroggVorbis
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Re: [v4] Kinsie's Gameplay Mod Test Map (Updated 12 Feb 22)

Post by StroggVorbis »

@Kinsie

https://zdoom.org/wiki/ConversationID_List

https://github.com/coelckers/gzdoom/blo ... ionids.txt

Hope this helps :3

Edit:
[spoiler=Weapons]188 = AssaultGun
189 = AssaultGunStanding (WeaponGiver so the Assault Gun can have two different pickup sprites)
190 = FlameThrower
192 = MiniMissileLauncher
193 = Mauler
194 = StrifeCrossbow
195 = StrifeGrenadeLauncher
196 = Sigil1
197 = Sigil2
198 = Sigil3
199 = Sigil4
200 = Sigil5[/spoiler]
[spoiler=Ammo]177 = HEGrenadeRounds
178 = PhosphorusGrenadeRounds
179 = ClipOfBullets
180 = BoxOfBullets
181 = MiniMissiles
182 = CrateOfMissiles
183 = EnergyPod
184 = EnergyPack
185 = PoisonBolts
186 = ElectricBolts
187 = AmmoSatchel[/spoiler]
[spoiler=Health & Armor]125 = MedPatch
126 = MedicalKit
127 = SurgeryKit
128 = DegninOre
129 = MetalArmor
130 = LeatherArmor[/spoiler]
[spoiler=Inventory Items]160 = ShadowArmor
161 = EnvironmentalSuit
162 = GuardUniform
163 = OfficersUniform
164 = StrifeMap
165 = Scanner
166 = TeleporterBeacon
167 = Targeter
168 = Coin
169 = Gold10
170 = Gold25
171 = Gold50
172 = Gold300
173 = BeldinsRing
174 = OfferingChalice
175 = Ear
176 = Communicator
191 = FlameThrowerParts[/spoiler]
[spoiler=Dummy Items]298 = AmmoFillup (given by weapons trainer to set the player's bullets to 50 if lower)
299 = HealthFillup (given by medics, sets health to specified amounts depending on difficulty if lower[/spoiler]
[spoiler=Quest Items and what they do/when they're given]https://doomwiki.org/wiki/Strife_quest_flags

312 = QuestItem1
313 = QuestItem2
314 = QuestItem3
315 = QuestItem4
316 = QuestItem5
317 = QuestItem6
318 = QuestItem7
319 = QuestItem8
320 = QuestItem9
321 = QuestItem10
322 = QuestItem11
323 = QuestItem12
324 = QuestItem13
325 = QuestItem14
326 = QuestItem15
327 = QuestItem16
328 = QuestItem17
329 = QuestItem18
330 = QuestItem19
331 = QuestItem20
332 = QuestItem21
333 = QuestItem22
334 = QuestItem23
335 = QuestItem24
336 = QuestItem25
337 = QuestItem26
338 = QuestItem27
339 = QuestItem28
340 = QuestItem29
341 = QuestItem30
342 = QuestItem31[/spoiler]
Kinsie
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Re: [v4] Kinsie's Gameplay Mod Test Map (Updated 12 Feb 22)

Post by Kinsie »

Appreciate the help (and I'll probably just use your nicely-divided up list if I can't get more scientific with it) but I had the list of IDs from the PK3, I just don't know which ones are actually given out in conversations in the base campaign. I think I remember seeing a decompilation of the vanilla dialog scripts, I'll have to try and find that again.

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