New Horizon on 3/11/2005 at 12:54
Quote Posted by Bardic
Very nice work. Sometimes I'm surprised by how much you have going on at once. Even more now that I have read the Darkmod forums.
Have I also mentioned I run my own computer repair business as well. :laff: I'm going crazy.
Another little vid. This one of the holywater arrow system.
(
http://www.timgormley.ca/holywater.avi) http://www.timgormley.ca/holywater.avi
*note* The weapon cycle sound will be removed shortly. Just haven't bothered since there were higher priority things to do.
rujuro on 3/11/2005 at 14:25
Did you have to rebuild the metafiles when you deleted the .sch file? Or were you able to just delete the schema and it went away?
New Horizon on 3/11/2005 at 14:54
Quote Posted by rujuro
Did you have to rebuild the metafiles when you deleted the .sch file? Or were you able to just delete the schema and it went away?
I had to rebuild the schemas unfortunately. I'm looking into how I might distribute this. I'm willing to do it by mailout if necessary. Cutting the size down really compromises the functionality.
rujuro on 3/11/2005 at 15:25
Damn, that means I won't be able to put it in my mission. Oh well. Maybe I'll make a special edition at some point that changes that functionality if enough people get the altered metafile (mission is still months from finished anyway).
Rantako on 3/11/2005 at 17:24
Nice video, with T1 sounds too! I'll have to go and try these lockpicks...
New Horizon on 3/11/2005 at 17:58
Quote Posted by Rantako
Nice video, with T1 sounds too! I'll have to go and try these lockpicks...
rujuro suggested adding this script to the door archetype in the gamesys.
CONDITIONS:
When Playercanlockpick is set to TRUE
Query if object category PLAYER is within 128? Units of MYSELF
ACTIONS:
Cause an event to happen as if frobbed by PLAYER
Reset Scripts Conditions and Actions
It causes the player to go into lockpicking mode when you press the selected lockpicks.
I also changed the ui_objective_complete schema and sound to ui_complete_objective. This stops the sound from playing in the editor. You will also need to remove the "new upgrade aquired" test in books. ;)
Komag on 3/11/2005 at 20:05
I recognize that room! hehe ;)
New Horizon on 3/11/2005 at 22:47
Quote Posted by Komag
I recognize that room! hehe ;)
He he. ;) As you should my friend. Great tutorial.
STiFU on 5/11/2005 at 12:58
I couldnt figure out until now how to disable that sound. I cant find any ogg files matching your description. There are only weird names in the editor required directory. And which .sch file do you mean? Is it the ui_objective_complete.sch or ui_upgrade_acquired.sch or even another? :)
New Horizon on 5/11/2005 at 14:22
Quote Posted by STiFU
I couldnt figure out until now how to disable that sound. I cant find any ogg files matching your description. There are only weird names in the editor required directory. And which .sch file do you mean? Is it the ui_objective_complete.sch or ui_upgrade_acquired.sch or even another? :)
It's the ui_objective_complete.sch. Oh, I should have mentioned that I completely extracted all the sounds from the schemametafiles and put them in the sounds folder. Then I recompiled the schemametafiles.
I'm thinking I'll do this editor release by mailout, that way I'll be able to include ALL of the necessary resources for FM editors. :)