Jadon on 14/3/2005 at 09:28
Zillameth when you meant that the death animation is not played properly do you that the FireElemental just stands right back up in an idle pose or is that just my own error.
Nevermind forgot to apply the scripts to the Elemental.
Jadon on 14/3/2005 at 10:38
Increasing the delay of the death animation to say 3.0- 3.75 seconds (not sure if script order makes a difference) gives you a better death animation I think, plus the head does a little twirl before dying (if you are using the magicfire emitter for the head.) also it kinda looks like you have to go to each elemental you added and and the scripts->triggerscripts property to them (but once you do this and if you have them applied to the class they show up dunno why.)
Zillameth on 14/3/2005 at 14:05
I meant mesh animation. It doesn't really matter much, because mesh is invisible. Animations programmed with scripts work correctly.
Scripts should be added to the archetype. Then they are automatically inherited by each instance of elemental, when you place it on your map. They will only show up in instance's properties if you check the "Show non-Local Props" box.
Jadon on 14/3/2005 at 15:35
Yeah I know what you meant, I just like the fall to ground then twirling head thing.
As for the scripts I had them on the archtype but when I placed them they didn't inherit the scripts even in game (pretty sure I had 'Show non-Local Props' checked) and as I said before dunno why. However my FireElemental does work.
Jadon on 14/3/2005 at 15:36
Yeah I know what you meant, I just like the fall to ground then twirling head thing.
As for the scripts I had them on the archtype but when I placed them they didn't inherit the scripts even in game (pretty sure I had 'Show non-Local Props' checked) and as I said before dunno why. However my FireElemental does work.
Oh and is there a way to instead of intantly destroying the emitters just have them die out?
Zillameth on 14/3/2005 at 16:26
Quote Posted by Jadon
Oh and is there a way to instead of intantly destroying the emitters just have them die out?
Yes, it depends on value of EmitterState property, which can be set to one of three: normal spawn, no new particles and no particles at all.
ProjectX on 16/3/2005 at 16:59
I finally got all the bugs ironed out of the gas emitters. All I had to do was change the parent. Now on to the water elemental (could be tricky...)
bukary on 23/3/2005 at 11:00
Does making fire elemental require saving custom gamesys? I ask because I followed excellent Zillameth's tutorial to the point where I should test my fire elemental for the first time. When I wanted to enter game mode, I was asked to save gamesys. I chose NO and after few moments the game crashed to the desktop... :(
Zillameth on 23/3/2005 at 12:37
Quote Posted by bukary
Does making fire elemental require saving custom gamesys?
I guess saving gamesys is necessary, because in order to create fire elemental you create new actor classes, which means you change gamesys, because - correct me if I'm wrong - actor classes belong to it.
If anyone is worried about damaging something, please note these changes do not involve alterations of existing content. Only new things are added. If necessary, the original gamesys can be easily restored from the other copy of Deadly Shadows (the one you're not using for editing). Besides, everytime you overwrite the gamesys, the editor makes a new backup copy (which is not really such a good thing - one day I found out it made about 300MB of gamesys backups in just a few hours. :cheeky: ).
Ah, and by the way, at the end of work the editor will probably say you changed some classes, and ask if you want to export modified scripts. When I click "yes", it crashes, but when I reload, everything is where it should be. When I click "no", editor just closes (and when I reaload, everything is where it should be). I only hope it's not sign of some future problems with custom content distribution.
SneaksieDave on 23/3/2005 at 17:29
About the exporting of scripts on close - I believe it really is just that - just writing the scripts out in individual form. I've found that if I say no, it asks me to every time I close the editor thereafter until I actually agree to it. But as soon as I said yes, a /gamesys folder was created, and my few new scripts were written out in text files. I deleted them with no problems.
Edit: BTW, everyone should do this tutorial! Good stuff, Zillameth.