Please ask your basic (newbie) questions in here. - by scumble
Beleg Cúthalion on 11/12/2007 at 12:56
I think I might take the risk of making a higher class mission in the worst case. :sly: Seriously, the funny thing is that the framerate only drops when Garrett somehow walks over his own feet, I mean some of the movement issues everyone criticises. It is fine when I look into sereval zones with lights and shadows and it was even fine when I had not done the zoning at a earlier time. Generally, I'm not sure how to handle the lighting in the end. I wanted to have a set at dawn first, as you might remember, but at the same time keep to settings like in "Assassins" which is at night and provides usual gameplay with a light and shadow areas. Well, that is something I can change afterwards.
I just read (
http://www.ttlg.com/forums/showthread.php?t=108241&) this one and it somehow gives me...hope. :D So the vertex pools are just ini settings of how much I can somehow build into the mission? Hehe, this is getting complicated, but I'll keep on working. Thanks again for your support. :)
elmoofsesame on 12/12/2007 at 23:54
Long time dromed-er first time t3ed-er
Hello, I have finally got t3ed running and have done Komag's tut. Many thanks to Komag for once again writing a great tutorial. Now i want to start my first real mission.
What i want to do is have a floor tile or tiles get destroyed when an explosive barrel gets hit with a flame arrow (think Guy Fawkes mission). How do i change the properties of an object to be destroyed by a flame stimulus?(I think that is the correct term) Can i do this with a static mesh floor tile or do i have to use an object? Can i have flinders of tile get thrown about when the tile is destroyed? Can i make an explosive barrel more powerful?
I have searched the wiki and forums and can't find anything relating to t3ed.
Many thanks
Tim
GlasWolf on 13/12/2007 at 02:40
Quote Posted by elmoofsesame
What i want to do is have a floor tile or tiles get destroyed when an explosive barrel gets hit with a flame arrow (think Guy Fawkes mission). How do i change the properties of an object to be destroyed by a flame stimulus?(I think that is the correct term)... Can i make an explosive barrel more powerful?
Create a barrel in the editor and have a look at the trigger scripts attached to it. It may be more complex than I'm imagining, but there should be something along the lines of "When I am hit with flame stim -> Disappear/make bang noise/hurt things near me" (paraphrased). By the sound of things this is pretty much what you want to do with your floor tile, and it would be done in exactly the same way by attaching a script to it that's triggered by fire stim.
Quote Posted by elmoofsesame
Can i do this with a static mesh floor tile or do i have to use an object?
You need it to be an object so you can attach scripts to it. (Whenever I make sweeping absolute statements like this it's always wrong, so beware.) If it doesn't already exist you can easily add it, setting the appropriate smesh in the properties. Incidentally,
is there a floor tile smesh? I remember texturing one of the invisiwall smeshes and using that because I just wanted a flat smesh.
Quote Posted by elmoofsesame
Can i have flinders of tile get thrown about when the tile is destroyed?
Never used flinders, sorry.
elmoofsesame on 13/12/2007 at 03:19
From examining the crate and barrel properties i can find no triggers related to fire stim. Flinders and just objects which are generated when an object is destroyed.
GlasWolf on 13/12/2007 at 04:11
Have a look at flame torches then, there are definitely stim-related scripts attached to them that are triggered when they are hit by water arrows. The principle is the same.
Ziemanskye on 13/12/2007 at 18:26
And you don't strictly need to create a new object in the gamesys to do things like this: you can do it on a staticmesh just placed in the level, though with the fliderisation that could be a bit tricky.
However, this isn't really a newbie question, so it might be worth taking it to a new thread.
And I think there are properties you can add to things which cover fire/water stim, though you'll probably need triggerscripts too. Kind of like the torch itself can be doused with waterStim, but it needs a script anyway to turn the lights and particles off. As far as I know anyway, I've never played much with that stuff either.
elmoofsesame on 14/12/2007 at 02:44
Hi, I have found you can "re-skin" objects such as an explosive barrel to look like anything you want. This solves my problem nicely, now i have a town hall with a basement and a whole lot of bang :D
Thanks for your guys help
Flux on 19/12/2007 at 15:08
I have two simple questions:
1) I've problems with non-stream schemas. I've put them in the zone properties as said in the wiki, but If I came back from a streaming zone to a non-streaming zone, the one-shot sound(i.e ambient start) is played again. How to make it play only one-time? If I come from a silent zone to non-stream zone it's not played but if I come from non-stream zone back to the first non-stream zone, the first zone's sound is played again. It says "plays only once never again" on wiki, so I'm confused.
2) How can I change the voice-type of an ai? The regular voice type property on ai didn't work. Do I have to make it an archetype? I just want to give a keeper model, aristocrat voice tone..
Beleg Cúthalion on 30/12/2007 at 21:48
I hate it to ask other questions as long as the previous ones are not answered yet... :erg: Anyway:
What are the shortcuts (menus?) for the editor's FPS counter and the ingame flying mode? I searched for UnrealEd shortcuts, here in the forum and in the wiki but found nothing (maybe because I didn't exactly know what to look for).
And is there any poly/vertex counter in T3Ed so that I know when it is necessary to change those hidden numbers (to special multiples?) in some ini files?
PS: Crispy's Font-Taffer seems to be offline (Wiki); could anyone host it again?
GlasWolf on 31/12/2007 at 06:17
Quote Posted by Beleg Cúthalion
What are the shortcuts (menus?) for the editor's FPS counter and the ingame flying mode?
The FPS counter I'm sure is in the in-game debug menu - press ' to open it. You have to be using the debug version of the exe, of course. Flying is a (
http://www.ttlg.com/wiki/index.php?title=Console_Command_Reference) console command - t3fly.
Quote Posted by Beleg Cúthalion
Crispy's Font-Taffer seems to be offline (Wiki); could anyone host it again?
It seems to be back up again, but I've (
http://www.glaswolf.net/thief/fonttaffer-0.6.zip) mirrored it anyway.