Please ask your basic (newbie) questions in here. - by scumble
ascottk on 25/2/2007 at 20:26
Quote Posted by Tazonne
Is there any possibility to make a camvator ? I saw some in TDP & TMA fms but not in TDS.
(
http://www.ttlg.com/forums/showthread.php?t=97777)
I took off the video from my site but the scene manager does work.
ChrisN on 26/2/2007 at 08:28
It's me again. :)
I have a couple of ideas for additional weapons/potions and i thought to run it by you guys...
Summon Arrows: shoot 'em at the ground and zombies appears.
Flight Arrows: no arch, fly straight until they hit something.
Fear Arrows: causes targets to run away.
Banish Arrows: causes targets to disappear (probably won't use this one though).
Speed Potion: make you run/jump quicker/further (15sec).
Protection: makes you immune to damage (15sec).
Flaming Dagger: additional fire damage.
I believe they are possible, but i'll need some pointers to create them. Any help would be great, just great. :)
jtbalogh on 26/2/2007 at 22:42
Those weapons do not seem very thiefy. They would definitely be handy in World of Warcraft. Meanwhile, for flight arrows, you could look at fire arrows which do that. For fear arrows, shoot peasants and see them run away for help.
ChrisN on 27/2/2007 at 09:42
Well, i wouldn't say "not too theify". The summon arrows can be found in some tomb that'll help against a greater enemy that your character cannot handle (and i'm sure a simple scipt can accomplish). The flight arrows can be used for an assassination, previously impossible with the arched flight of the standard broadheads (property manipulation required here). And in the face of brave senteries, fear arrows can force them to run away. I thought that they could be great mission artifacts. Ho hum. :(
ChrisN on 27/2/2007 at 09:48
I'm on a roll here. :p
I'm in need of linking maps together (just like in T3) as well as make changes to mark the passage of time. Having looked at existing thief maps, i saw that it's a 'volume' that has had it's properties changed so that it teleports a player to another map, but if you got any tips (or better yet, a step b step - i'm a little thick), i would really appreciate it...
Oh, and to mark the passage of time, i'll want the existing maps to have certain changes apply (guards begine to hate Garrett, NPC's undertake certain actions at certain times, etc)...
I'm a little adventureous, but i'll be at this for a couple of years, so if anyone can help... :)
nomad of the pacific on 27/2/2007 at 10:37
It's been a while since I linked maps, but here goes.
Set up your volume and add the property Teleport/TeleportInfo and set the TeleportDestination to the name you want to give to your destination point in your next map. Set the teleport map name to the name of your next map. You can set the TeleportDisplayName, (T_LevelEnterTextMyMap) but you'll need to add the name to Misc.sch in the books folder. In your destination map, add a PlayerStart where you want the player to start and give it the property Teleport/TeleportDestName and set this to the same thing you set TeleportDestination in the first map. Also, you'll need to add EnterMissionInfo and DifficultyInfo actors to the second map along with a customized DifficultyAIMap2 actor to the second map. You can find it under Marker in the Actor Class Browser.
If you want to add Hand Drawn Maps to each of the levels, you're in for some real fun.
As far as the passage of time, you can set up a counter that counts up each time you change maps and set up scripts that cause your desired actions to occur when the counter is at a certain point or use the Day counting system already set up in the game.
ChrisN on 27/2/2007 at 10:53
Daycounter... you wetting my whistle. :) Tell me more, tell me more indeed. :)
Ziemanskye on 27/2/2007 at 13:54
That's outside the scope of the Newbie questions thread.
But basically it's how the official missions marked time: Set Game Day to [X] kind of counting, for making the stuff on the streets levels change.
Like the Enforcers are Day 4 and the Statues Day 6 or some such.
Changing *times* of day would be a lot more complicated (and hugely performance-expensive on lighting, probably)
GlasWolf on 27/2/2007 at 19:29
This is probably well beyond the newbie thread too, but just for some ideas:
Summon Arrows: shoot 'em at the ground and zombies appears.
Most of the arrows apply stims (stimulus) of some kind or other to achieve their effects. For instance a water arrow applies stim_water to whatever it hits, and a torch has a script on it that basically says "when i'm hit by stim_water, extinguish the flame". I'm not sure how you could translate that to hitting the floor though - maybe there's another way to do it.
Flight Arrows: no arch, fly straight until they hit something.
Don't know if you can change arrow flights. Fire arrows in T3 arced, unlike in T1/T2.
Fear Arrows: causes targets to run away.
Add a script to your guards that says when hit by a particular stim, set behaviour mode to flee. I'm sure you can ramp up behaviour modes via script, not sure about reaching flee level.
Banish Arrows: causes targets to disappear (probably won't use this one though).
See above - just set bOutOfWorld on the guard.
Speed Potion: make you run/jump quicker/further (15sec).
I think there was a speed potion thread ages ago.
Protection: makes you immune to damage (15sec).
No idea.
Flaming Dagger: additional fire damage.
I'm not sure if the damage properties are changeable on player weapons - they probably are. If so then you could add fire stim to the dagger. You may even be able to light torches with it... or you may just kill Garrett because he's holding it. :)
Kodama on 28/2/2007 at 14:15
Hello!
I´m really new to T3Ed and Editing in general.
I am currently working on the Komaq tutorial and I recognized that all this snap to grid part doesn´t work. I have Grid-Snap always on and I tried rightclick snap to grid but nothing happens.
Has anyone a clue?
Thanks!
Kodama
(P.S: sorry for mistakes also in the future, I´m not a native speaker)