Initial lighting experimentation (Important Thing: Adding properties to Concretes) - by Gingerbread Man
Gingerbread Man on 29/10/2004 at 10:42
Predictably, I jumped right in and made me a room with some beams and lights etc, and stuffed some Puppets in there (that's the predictable bit), but I was a bit flummoxed by altering the light actor properties.
Then it hit me.
T3Ed seems to be a bit of a hybrid between the styles of UEd and DromEd, and there's a nice flexible system of adding the properties you want to individual actors.
Right-click in the light's properties tree (lowest level: concrete actor sort of level, and click right at Lighting) and Add Property. Lovely big list of available stuff pops up there, very much like DromEd. Seems I have to get my DromEd brain back on.
Anyway, light colour / brightness etc got sorted out. Saturation levels are the right way around, not the weird reversie that UEd has... 0 Saturation MEANS 0 Saturation, not 100% like in Unreal. Score a point for Intuitive.
Additionally, there are damping, offset, shape, and dynamic params. Fun to mess about with.
(plus I just got my ass handed to me by a bunch of puppets... good times)
Gingerbread Man on 29/10/2004 at 21:22
Equipping Garrett works the same as in DromEd.
Right-click PlayerStart, choose Actor Links. Add Link button takes you to a bigger dialogue, and as long as you have the Actor browser open and WorldObj > inventoryObject > GarrettExclusive > GarretLockpickLeft (or GarrettLockpickRight) hilighted you can just hit Use Current Archetype.
That works for all player starting inventory, same as ever.
(This collision of UEd and DromEd is really neat)
David on 29/10/2004 at 21:30
Oh cool. That's something I don't need to learn then :D
Gingerbread Man on 30/10/2004 at 04:30
Except lockpicks are an upgrade. I'll sniff that out from the Training Mission.
So that whole adding links thing isn't the way to do it. But that's still a useful procedure to keep in mind for other things.
Harwin on 30/10/2004 at 23:29
Quote Posted by Gingerbread Man
Except lockpicks are an upgrade. I'll sniff that out from the Training Mission.
So that whole adding links thing isn't the way to do it. But that's still a useful procedure to keep in mind for other things.
Wow, haven't looked at some of this code in a long time. Ok, so I don't see any code that's hooking objects up to the player inventory by having linked to them. There may be a script on the player that is doing that, or I may be missing the code. I can't view the scripts right now to check them, so I can't see if that's where the behavior is.
But here's one thing you might want to check out:
Putting map-specific scripts on the player.
If you create a "PlayerSetupInfoLink" from a PlayerStart to an object Foo, then the player will acquire all scripts that are on object Foo (duplicates will generate a warning but should be ignored).
If "Foo" itself has a "PlayerSetupInfoLink" to an object "Bar", the player should also get all scripts from "Bar" (and if "Bar" has a link...)
Don't do loops :)
Note that this is per player-start... so for a map with multiple entry points, you'll need to do this for each one. But you can reuse objects like "Foo"... you just link several player starts to the same one (which is why it's done this way)
Triggerscripts are marked "NoTravel" so the player should reset every time he changes maps.
--Alex
Gingerbread Man on 30/10/2004 at 23:37
So if I staple a bunch of scripts that I want a player to have in a map (set them on some bit of decorative fluff or somesuch, something that won't actually be affected by the scripts themselves) to an InkWell or similar, I then make the player inherit those scripts with a PlayerSetupInfoLink?
Shades of conversationfrogs :D
Can this be timed or set on a proximity system? Like, if I wanted Garrett to acquire the Blackjack upgrade only after he enters a particular room or after say ten minutes of play? (Not planning on doing that, just a curiosity)
Harwin on 31/10/2004 at 00:00
Quote Posted by Gingerbread Man
So if I staple a bunch of scripts that I want a player to have in a map (set them on some bit of decorative fluff or somesuch, something that won't actually be affected by the scripts themselves) to an InkWell or similar, I then make the player inherit those scripts with a PlayerSetupInfoLink?
Shades of conversationfrogs :D
Can this be timed or set on a proximity system? Like, if I wanted Garrett to acquire the Blackjack upgrade only after he enters a particular room or after say ten minutes of play? (Not planning on doing that, just a curiosity)
A) Don't use an Inkwell. Place a "marker" or similar totally invisible, useless object. You can name it what you want, place it where you want, etc.
B) No and Yes. You get the scripts when the player is created. But nothing says the script can't then listen for the player entering a room (although in that case you'd probably want the script on the room, not the player). Similarly, you could probably manage a 10 minute delay, but that's always dangerous when the player can leave the map at any time (and scripts on the player won't be saved if the player travels, only across save/load)
--Alex
David on 23/2/2005 at 23:47
Bump!
Raen on 25/2/2005 at 04:30
I haven't looked specifically at the new downloadable version, but one of the great useful editor features on T3 was "Show Non-Local Properties," which should allow you to see a bunch of things that you would otherwise have to add. The property inheritance structure works much like DromEd, though it may not seem like it at first glance. If memory serves most of the lighting props could be viewed this way.
deadman on 25/2/2005 at 04:48
Quote Posted by Gingerbread Man
Predictably, I jumped right in and made me a room with some beams and lights etc, and stuffed some Puppets in there (that's the predictable bit), but I was a bit flummoxed by altering the light actor properties.
(plus I just got my ass handed to me by a bunch of puppets... good times)
*sing-taunting* FM release! FM release! GBM has the first FM release! :joke: