Judith on 2/10/2009 at 06:44
It would be cool to have the ability to paint with textures, even on a flat terrain. Right now texturing natural landscape is a bit tricky.
ascottk on 3/10/2009 at 02:45
I don't know if I can get the functions/events working so I'm trying to design a new Dark Mod style Stim/Response system:
(
http://img27.imageshack.us/i/t3edxscripting1.jpg/)
Inline Image:
http://img27.imageshack.us/img27/9568/t3edxscripting1.th.jpgOne set of variables specifically for AI, another for the player, and another for objects. This was inspired by the lack of ability to create links between actors from different packages (not outside of a map, it works fine in a map) and a crappy triggerscript implementation. Just another element and it could be expanded with links.
Another thing about triggerscripts I hate is dealing with volumes. It either has to deal with linked objects, MYSELF, or PLAYER (except when something exits a volume then you get ANY). Links get broken in the gamesys when you try linking a class from Engine to something from another package. There's more about triggerscipts I hate but on to that later.
So if you pull down the properties on an actor there will be an XScripting category with some variables that have triggerscripts attached. So you don't have to mess around with triggerscripts if you don't have to. I'm trying to make it so you don't need the triggerscripts (which just crashed T3Ed btw)
If anyone has triggerscripts past TS_8001 then be warned.
Judith on 3/10/2009 at 07:40
About volumes, remember not to clone them. Every time you need a new one, make it with builder brush, otherwise things can get messy and unpredictable.
Flux on 3/10/2009 at 09:18
ascottk, I don't have time nowadays at all to give you more feedback, but the stuff you're digging into amazing. I truly applaud your work. There are tons of ai properties that can be triggered on/off but I never came close to their real purpose.
Anyway, thanks for work.
ascottk on 5/10/2009 at 06:57
Quote Posted by Flux
ascottk, I don't have time nowadays at all to give you more feedback, but the stuff you're digging into amazing. I truly applaud your work. There are tons of ai properties that can be triggered on/off but I never came close to their real purpose.
Anyway, thanks for work.
Some values can't be changed at runtime or some values are hard locked. I'm going to post what I just put up on my site because I think it's something we should know:
Quote:
The triggerscripts don't hide everything, in fact all classes, even deleted ones, are revealed with Objects>"Spawn object of [Class] and create a [LinkFlavor] link from spawned object to this object". Perhaps this could be exploited but I doubt it.
Simulate an object/AI sinking in water slowly by adding or changing the value Physics>LinearDrag to 35 (lower values sink/fall faster). A value of 60 will have the object/AI hang in midair. This works great on AI with ragdolls. I don't think this value can be changed at runtime.
MetaProperty>VulnerabillityObject's locked values are not conducive to triggering an object inside of the gamesys with buggy linking. Suppose you want to give a trigger stim from a volume to an object but that object is immune to that kind of stim or it's not applicable. No current way around this yet. Maybe T3Ed still supports Unreal Event tags.
Also a lot of things in the gamesys are immune to physics impulses!What ways do we have to affect Garrett's physics? Elevators, Garrett riding a physics enabled smesh, and slopes with a high angle (currently greater than 45 degrees). Actually I think we need to affect the camera. Why else does Garrett go headless and leaves the body behind when in fly mode? When I rigged the same mesh to an AI skeleton the Garrett "AI" lost his head. I think the mesh in hard coded to be planted. Is that why my new Garrett mesh doesn't work because it didn't have a "separate" head mesh? This might be a great argument against third person.
I don't think swimmable water is possible using physics because Havok 2.1.2 was/is very touchy and it merely focused on how objects fell, how objects collide, and how ragdolls behave. Simulation using LinearDrag combined with elevators is probably the best best but Rantanko's and my first attempt takes too much to implement and it's not convincing.
Judith on 5/10/2009 at 09:52
This is not directly related, but when I was fiddling with water effects the other day, trying to find some way for Garrett not to look ridiculous while "swimming". While browsing through actor classes i looked at PlayerGarrett links. There are quite a lot of those.
Since I wanted to lock the first person for the whole mission and make his body invisible while in water, I thought that all the things attached to him will be unnecessary. I deleted all but the Vulnerability link. This might be the placebo effect but I think the overall camera behavior has improved. There was no more jerkiness in movement while strafing, as if the rigid attachments on Garrett was the cause of the problem.
ascottk on 6/10/2009 at 02:56
We could have multiple player Garretts in the gamesys & which Garrett a player uses could be chosen in their user.ini:
Code:
[DefaultPlayer]
Name__t=Player
Class__t=T3Gamesys.D_584
team__t=255
skin__t=T3Player.TestTex1
Face__t=T3Player.TestTex2
Suppose we added a red Garrett with a florescent lime green hood and a big nose, and a female Garrett, the user would uncomment the player he wants:
Code:
[DefaultPlayer]
Name__t=Player
;Class__t=T3Gamesys.D_584 ;TDS default
Class__t=MyGamesys.FairyGarrett
;Class__t=HerGamesys.GarrettGoddess
team__t=255
skin__t=T3Player.TestTex1
Face__t=T3Player.TestTex2
Or we could have just arms . . .
New Horizon on 6/10/2009 at 03:43
Quote Posted by ascottk
Or we could have just arms . . .
As in the 'classic' first person setup? Really?
massimilianogoi on 7/1/2010 at 00:51
Help!
I'm trying to make a smoke for a bomb fuse, but I am not able to change the colours, nor other emitter settings on the archetype:
Inline Image:
http://i46.tinypic.com/ih6wy8.jpgHow can I change the colours in that archetype? I've tried exporting the class, then importing the class text in the script editor, but it gives only errors.
massimilianogoi on 10/1/2010 at 03:57
Ok, I'll try to change question: there's someone here who have managed to create a whatsoever cusomized emitter in the archetypes?