[Hexen] You Must Gather Your Party Before Venturing Forth

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Nash
 
 
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[Hexen] You Must Gather Your Party Before Venturing Forth

Post by Nash »



This is a small mod for Hexen that forces all players to be close to each other before being allowed to exit the level.

Note: I have not fully played through Hexen and I most likely have not caught all level exit situations. Currently it's very simple - it only works on walk-over lines and +use lines. Please let me know of any other exit cases not covered by this mod and I will add it.

Feel free to use this as a base for your mods. No need to ask for my permission, just give me credits, leave the credits file and source headers intact. Have fun!

Download/Github

Wanna chat about my mods? Join my studio's Discord server, Mischief Donut!
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GatherYourParty.pk3
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Last edited by Nash on Sun Apr 07, 2024 10:21 am, edited 8 times in total.
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SiFi270
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Re: [Hexen] You Must Gather Your Party Before Venturing Fort

Post by SiFi270 »

something something my buddy superfly


Because someone had to.
Starman the Blaziken
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Re: [Hexen] You Must Gather Your Party Before Venturing Fort

Post by Starman the Blaziken »

Balder's Gate reference?
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Nash
 
 
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Re: [Hexen] You Must Gather Your Party Before Venturing Fort

Post by Nash »

Starman the Blaziken wrote:Balder's Gate reference?
Yes. :mrgreen:
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Redneckerz
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Re: [Hexen] You Must Gather Your Party Before Venturing Fort

Post by Redneckerz »

Saw the video. Great release, Nash. This surely will find some use by someone.

Incidentially, of the unseen videos, this was the one i saw immediately prior from Fraggle:


Now i feel a mashup of these two mechanics needs to exist. :wink:
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ZDL_800
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Re: [Hexen] You Must Gather Your Party Before Venturing Fort

Post by ZDL_800 »

Hello.

This looks absolutely fantastic. Were attempting to fix the coop issues with a Hexen mod and this is a brilliant addition.

If only I could figure out how to respawn with the character stat health?

Great work!

Thankyou very much for your time.
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Nash
 
 
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Re: [Hexen] You Must Gather Your Party Before Venturing Fort

Post by Nash »

Okay after actually PLAYING with this mod on coop earlier last night, I discovered that it didn't really work correctly. I have rewritten the whole thing and it is now confirmed to work - also made it so that the portals will thrust you backwards if anyone is left behind, which is all good.

However, before I upload the fixed version of the mod, there's something I'd like to tackle but have no solutions yet as of now. Turns out in some levels, the exits are done from ACS. For example, MAP03, those crushing ceilings with the sword highlights on the floor.

Does anyone have any idea on how I could intercept this? The WorldLinePreActivated event is obviously useless here as it has no means to detect what happens in a script's content. In MAP03's case - after looking at some decompiled scripts of the vanilla game - it seems the pillars fire off script 8 which then decides based on the variable passed in whether to call Teleport_NewMap or activate the ceiling crusher.
Artman2004
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Re: [Hexen] You Must Gather Your Party Before Venturing Fort

Post by Artman2004 »

This could be used in mods where you have to rescue hostages or something.
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Nash
 
 
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Re: [Hexen] You Must Gather Your Party Before Venturing Fort

Post by Nash »

Fixed the mod so it actually works. Decided not to deal with scripted exits, as there's simply no generic way to intercept them.
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MaxRideWizardLord
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Re: [Hexen] You Must Gather Your Party Before Venturing Fort

Post by MaxRideWizardLord »

In other words, both (all) must enter same portal or click same warp button for it to work? What about bottomless pits that otherwise would kill you?
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