Spike14 on 11/10/2003 at 00:32
Okay, I'm doing my objectives (I'm THAT close), but my QVars refuse to function! :eek:
I made a "No Type" invisible objective with TOW, and have set my QVar to:
=1:goal_visible_9
When I frob the appropriate object, and wait for the conversation to frob the button...NOTHING HAPPENS!
I've proven that the conversation works by rigging the button it frobs to a BigFloorLever, the BigFloorLever went fine, but no new objective, no nice sound, no "New Objectives" across the top of the screen! :mad:
Also, when I use the command to change DROMED difficulty levels, does that activate Difficulty>Destroy, or just objectives and health?
Because I've set Difficulty>Destroy on a whole load of objects, and set it to "2", but when I edit the difficulty level to "2", then go in-game, my health is fine, my objectives have been toggled...but NO destroyed objects! :eek:
Also, I've made a "goals.str" in my Thief directory, under:
Intrface>Miss20>English>
and used the Mission Parameters>Dark Mission Description to set my mission to number 20, but the objective text doesn't show up! :sweat:
Please help me! :)
Thanks! :)
Spike14 :thumb:
Yandros on 11/10/2003 at 00:53
(
http://www.ttlg.com/forums/showthread.php?s=&threadid=48521&highlight=processdifficulty) This thread has a post by Xarax with a good method of processing difficulty via .cmd files.
Here it is:
Quote:
May 2, 2002 11:30 AM
xarax
Member
Registered: Nov 1999
Location: Boulder, Colorado, USA
testing difficulty in-game
Here is the text of a DromEd command file that I use to test a mission in Expert mode:
=================
quest_delete difficulty
quest_create_mis difficulty, 2
process_difficulty
game_mode 800,600
=================
I have to remember at the end of testing to quit DromEd and restart. I think reloading the mission would also be safe, but I prefer a fresh DromEd session after testing like this.
I place the statements in a simple text file "ExpertGo.txt", and issue the DromEd command:
run ExpertGo.txt
You can create separate command files for the various difficulty levels. Works for me.
btw: The Thief2 mission "Trace the Courier" (iirc), has patrol path markers with difficulty settings, so that the AI performs a different patrol depending on the selected difficulty. In this case, performing the "process_difficulty" command *outside* of the game is *required*. Otherwise, starting the mission will cause the AI to select the nearest patrol marker, which is probably not the one that you want to test. By destroying the irrelevant markers before starting the game, the AI has only one marker to choose for starting the patrol.
My "Heart and Soul" mission for ThiefGold has a similar requirement in that custom metaprops for AI must be handled at the start of the mission depending on the selected difficulty. So, I use a difficulty->destroy setting for conversation traps that manage the metaprops at the start of the mission.
mopgoblin on 11/10/2003 at 01:19
Quote:
Originally posted by Spike14 I made a "No Type" invisible objective with TOW, and have set my QVar to:
=1:goal_visible_9You are using a <i>QuestVarTrap</i>, not a <i>QuestVarTrigger</i>, right?
Spike14 on 11/10/2003 at 01:32
Quote:
Originally posted by mopgoblin You are using a <i>QuestVarTrap</i>, not a <i>QuestVarTrigger</i>, right? I'm using an otherwise inert object with the script: "TrapSetQVar".
Is that so wrong?
I tried with a QVarTrap, too, but that didn't work, either! :p
Spike14 :thumb:
P.S.: Thanks Yandros..."process_difficulty", is probably my problem! :D
Spike14 on 12/10/2003 at 01:48
I'm so embarrassed! :o
I spelt "goal" wrong...so the Trap>Quest Var property read:
=1:qoal_visible_9
rather than
=1:goal_visible_9
Thanks! :cheeky:
It works now! :p
Spike14 :thumb:
Sluggs on 12/10/2003 at 02:12
:laff: Get back to school and learn to spell! :cheeky:
Spike14 on 12/10/2003 at 02:43
Quote:
Originally posted by sluggs :laff: Get back to school and learn to spell! :cheeky: :erg: I'm in school.
But I know how to spell.
I was typing fast, in a hurry to hear those BEAUTIFUL chimes in MY mission, and in arial font, "q" and "g" look awfully alike, so I didn't notice anthing until closer inspection...:erm:
Anyway, LBTT is well on it's way to release...perhaps EARLIER than expected! :o
Spike14 :thumb:
PrinceMikus on 12/10/2003 at 03:00
Maybe it would be easier if you had Dromed 1.18 for Thief 2, like me.
But you don't, you filthy traitor. :ebil: :devil: [ laughs evilly]
-PrinceMikus:thumb: