nomad of the pacific on 20/7/2005 at 22:01
I ran the game fine on a clean install. The only things I changed were to use T3MainReleaseVersion from my T3Ed folder, increase the size of my vertex pools and delete the ibt files from my Docs folder. (I probably didn't need to increase the vertex pools. I did that trying to fix a problem caused by the ibt files. :p )
Billynone, did your game work before you installed the mod? Do you have the editor installed? Dual install? If so, which are you using to play the mod?
BTW, great job, Z-man! :thumb:
ProjectX on 28/7/2005 at 18:07
Hey Ziemanskye, how did you get the wheels to rotate on the lights? I've been having trouble setting it up. What I'm trying to have is a large mechanical wheel that constantly spins from the level start.
Ziemanskye on 28/7/2005 at 19:27
Wheels rotating on the lights?
Eh?
Well, anyway, that one came up a few weeks ago - you need to set the properties bNotMoveableRender and bNotMoveablePhysics to false, and attach a script that says
On Script Start up (or on level load, or however you want to set it off)
Begin rotating object with angular velocity ___(x) ___(y) ____(z), with the vaues filled in appropriately for the object's local axis.
The exact details of the script maybe wrong, but it is that easy. Just a bit of a shame it has to be yet another script. And there are a few default that do it in the scripts from the Clocktower mission, if you care to dig about for them.
ProjectX on 29/7/2005 at 10:30
That's weird because I tried the exact same thing but nothing happened. I'll try again.
EDIT: It still doesn't work :mad:
I added a smesh to my level (does it matter that it sticks through another mesh?) and set up your properties. Then I added my script.
Here's the script I've got:
CONDITIONS
[INDENT]when map starts, either from travel, load or launcher[/INDENT]
ACTIONS
[INDENT]start rotating object about axis X:[0] Y:[45] Z:[0] degrees/sec[/INDENT]
All it does when I load the level is sit there.
Ziemanskye on 29/7/2005 at 11:56
Seems I twiddled more properties than I thought:
Actor>
bNotMoveablePhysics - False
bNotMoveableRender - False.
Movement>Physics - PHYS_Havok
Physics>StartActive - True
Script:
CONDITIONS:
When map sim starts, either from load, travel or launcher
ACTIONS:
Set physics keyframed state on actor(s) at end of [MYSELF] to [TRUE]
Set angular velocity to X=[0.00] Y=[90.00] Z=[0.00] on linked object(s) [MYSELF]
from what I remember, the start rotating object Action doesn't work, you need o use the angular velocity one. The numbers need to be played with in order get the smesh to go the right way, mine is set for the STMGeneratorChild mesh to rotate inside the STMGenerator mesh (the outer hoop, with moving wheel inside)
ProjectX on 29/7/2005 at 12:16
LOL those are the exact meshes I'm using :laff:
ProjectX on 31/7/2005 at 13:39
Thanks for your help, but I have yet another question. How did you find out the names of the animations in order to set up the playAnimPoint that you used for the servant cleaning under the table at the start? Also, what is the string tag for that animation?
Ziemanskye on 31/7/2005 at 13:49
I just used the skelton mesh browser (you can find it in one of the menus, there's no shortcut button for it like there is for the smesh browser)
The name of it....
M1_UA_IDL_scrub_floor
ProjectX on 31/7/2005 at 13:52
Once again, I miss something completely obvious!
Thanks for the help, it's much appreciated.
EDT: Wow. I never knew that if you hit someone about 50 times with the blackjack (when they're alerted, so as not to knock them out) they eventually die.