Please ask your basic (newbie) questions in here. - by scumble
havoc211 on 3/8/2008 at 10:31
Quote Posted by Ziemanskye
This is somewhat beyond "newbie thread" level of question.
However, first checks:
On the objects you collect (rather than the note which tells you to collect them).
A) Modify the script so it does something obvious when it fires - make it pop up some text or play a sound effect or something, so you can see that the script is actually being fired.
B) find the console command to see if the flag has been set the way you think it has been. I think that the command you'd want would be "debugflags avoidingmistrust"
And that gives us somewhere to start in tracking down where things are going wonky
Doesn't the Komag Tutorial deal with this very issue? It's been about a month since I last looked at his tutorial; but, I'm pretty sure he scripts for this situation in the tutorial level.
DarkDragon on 3/8/2008 at 16:12
Ive followed Komag's tutorial as best I could but maybe im still doing something wrong. Ill respond back with the Debugflag thing as soon as I get time.
This is driving me mad. Is it possible to have a New Objective appear when Garrett picks up the item saying "youve found an usual looking object, find out what it could be used for". Then once Garrett has read the note, can the Objectives text be changed to that it says "Steal this from that location?"
Seems like a good enough work around to this problem but can it be done?
All the scripting and flaggnig is turning my brain to mush. I'm going to take a break for a while.
Flux on 3/8/2008 at 21:32
Quote Posted by DarkDragon
This is driving me mad. Is it possible to have a New Objective appear when Garrett picks up the item saying "youve found an usual looking object, find out what it could be used for". Then once Garrett has read the note, can the Objectives text be changed to that it says "Steal this from that location?"
Why do you want to change the objective text? You can simply have a new objective come up, and the first one will be "complete/success"
ShadowSneaker on 8/8/2008 at 02:15
Ok, I was doing Komag's tutorial and added a load of portals to my map. When I played the mission a few of the walls turned bright white when I was near them or even just when I looked at them.
The mission so far doesn't have any doors, just openings in the walls going into different areas. Is this what is causing the problem? Do you have to put a door there to stop this happening?
Also, how close together should the two portals be? I was putting one on each side and as close to each other as possible.
Thanks
SS
havoc211 on 8/8/2008 at 05:25
Quote Posted by ShadowSneaker
Ok, I was doing Komag's tutorial and added a load of portals to my map. When I played the mission a few of the walls turned bright white when I was near them or even just when I looked at them.
The mission so far doesn't have any doors, just openings in the walls going into different areas. Is this what is causing the problem? Do you have to put a door there to stop this happening?
Also, how close together should the two portals be? I was putting one on each side and as close to each other as possible.
Thanks
SS
Sounds like it could be a number of things, anywhere from bad bsp structure to memory and drivers. Do you have pics of your build?
Beleg Cúthalion on 8/8/2008 at 06:58
Most probably this is a BSP error or a zone portal on the border of another brush, because I had this effect when I (built nasty brushes and) placed a zone portal not one feet into a corridor but on the same grid line where the corridor and the greater room collided. The wiki says furthermore:
Quote Posted by Fleshworks
Do not intersect or overlap zone portals with each other. This is quite easy to do, if you click the OK button in the Special Brush dialog more than once (no feedback is provided and the dialog does not close after building), but can cause some very nasty effects in game (giant white sheets appearing, HOM effect etc.).
Plus, doors or any static meshes or actors apparently don't affect this zoning issue. Unfortunately the room behind a door gets rendered if you walk along the street where this door is (because the zone portal would be most likely in the doorframe and thus visible). And you shouldn't put them back-to-back (that's what I read from your post, sorry if I got it wrong), but at e.g. both ends of a corridor or street. See the (
http://www.ttlg.com/wiki/index.php?title=Zone_Portals) Fleshworks Wiki for more information on that.
Flux on 8/8/2008 at 08:29
It's a classic bsp-error. Please read this first, yes it's very related to t3ed.
(
http://www.hourences.com/book/tutorialsbsp.htm) http://www.hourences.com/book/tutorialsbsp.htm
It might not be just because of portals. Badly vertex-edited brush, or there might be off-grid brushes somewhere around.
ShadowSneaker on 8/8/2008 at 10:03
Quote Posted by havoc211
Do you have pics of your build?
I can screencap it for you. I will paste some shots if I am still having problems.
Quote Posted by Beleg Cúthalion
And you shouldn't put them back-to-back (that's what I read from your post, sorry if I got it wrong), but at e.g. both ends of a corridor or street.
Yes, you are correct, I put one on either side of the same entrance.
Quote Posted by Flux
It might not be just because of portals. Badly vertex-edited brush, or there might be off-grid brushes somewhere around.
Thanks for the link. It only happened when I put the portals in. When I reloaded the map before I added portals it was ok.
Thanks for the help, guys. I will go and redo it and report back later :cool: :thumb:
SS
p.s I tried it again and only put one portal in each hall between rooms and it works fine. Before I was putting them on either side of each entrance.
Darth_Bane on 9/8/2008 at 15:39
:rolleyes:
Hi guys, literally just found this forum.
Its nice to know people are still playing and editing this wonderful series.
A question if i may.
I adore pick-pocketing within the street parts betwwen missions. However after a certain amount of items stolen off people, i have to go to another area since the npcs spawned no longer carry loot.
So i was wondering, is there a mod or edit i can make so that loot continues to spawn with npc's?
for example - im at south quarter and merrily stealing off people but after 15 minutes (or a dozen loot taken) i have to move on to the next area (i.e. The docks) since no more loot is being created.
ShadowSneaker on 10/8/2008 at 13:00
I've added spikes to a room but when I jump on them, they do no damage. I tried adding various properties to them (health was one, I forget the others I tried) but to no avail. Are they just for show or can I set them to kill when you touch them?
Thanks
SS