darkcosmos on 28/2/2005 at 00:32
This may be elsewhere, but I couldn't find it so... here goes:
1) View>Level Properties (or F6)
2) Expand "Properties", then Right-click on it to choose "Add Property"
3) Pick the "Default Inventory" properties from the list and highlight it on the right column, hit the "Add Property" button at the bottom of the window
4) Back in the Level Properties window, hit "Add" button
5) An item numbered [0] will be added, expand it and click on the space by "Item Name"
6) Here you can type in the inventory item, let's say "GarrettBlackjack"
7) Click by "Num" to type in the number of items, say "1" for the black jack, but for arrows and bombs and such you would put a higher number here
Then, you can hit the "Add" button by the "Default Inventory" property time and add as many items as you want. The Possible inventory items are listed in the Actor Browser. Here are the ones I found so far:
GarrettBlackjack
GarrettDagger
HealthPotion
BroadheadArrow
WaterArrow
FireArrow
MossArrow
NoisemakerArrow
FlashBomb
ExplosiveMine
etc...
ekeko on 28/2/2005 at 01:04
Thanks a bunch, this works! I could not find this method anywhere.
dracflamloc on 28/2/2005 at 02:23
How do you have garret hold a torch?
Waneman on 1/3/2005 at 20:55
Using some of the original maps (inn, castle1, etc.) in the maps directory, I changed the player inventory to have the gas arrow by using the technique outlined above.
When I playtest the map from the editor, the map loads and upon rolling through my inventory, the newly added weapon is present.
I select said weapon and proceed to shoot it. The arrow is drawn back but when it should release (shoot) the game crashes.
I tried it on several levels including the tutorial5 level. I also trued it using different weapon types.
Am I missing a crucial step here?
-Waneman
rujuro on 1/3/2005 at 21:14
Re: Torch
I was actually able to get this to work (kind of), by changing the display mesh on the dagger to a handtorch (I could see the torch mesh in my hand when the dagger was equipped), however, when I tried to replicate it later it only changed the inventory mesh, not the in game mesh, so there's still some figuring out to do there.
I also made a new inventory object called torch, where I copied the properties for the dagger, but changed the display mesh and the name, this had the same result.
Dago on 2/3/2005 at 00:09
Whats the difference between "GarrettLockpickLeft" and "GarrettLockpickRight" ?
Dago on 2/3/2005 at 00:15
I add "Garrett_eye" but still don't have it...any ideas why?
Harwin on 2/3/2005 at 20:27
I believe some of the original betatesting of the editor addressed these issues, so you might want to look at those threads.
But, quickly:
1. Lockpicks are an UPGRADE not an item. Lockpickleft and right are, I think, old items that were never cleaned out of the gamesys.
2. Shooting an arrow and having it crash. I'm not sure. Make sure you're adding the right item to Garrett, not say, the projectile in mid-flight. I don't recall which is the correct item to add. You might also look at the log from the opt version and see if it says anything useful.
The log is full of useless warnings, but it should also have the relevant info.
thorndike on 2/3/2005 at 23:36
Yes. I am having the same problem - followed the steps twice; both times the
same problem - no lockpicks.
One caveat to this statement - this is the first editor I have ever played with
for more than an hour, so I certainly could have made a mistake.