Please ask your basic (newbie) questions in here. - by scumble
Martin Karne on 28/8/2008 at 00:40
Well for me hall of mirrors appeared if I didn't fix the misaligned brushes, and once I was remodelling the BSP positioning (OMG it wasn't color coordinated before!!!) and I forgot to delete a former zone portal that was left in the nothingness of the filled empty world, there was a starry zone before and after a door in the map, after deleting it, it was fixed.
Beleg Cúthalion on 30/8/2008 at 06:35
Just a newbie question since the DarkMod guys had this fabulous cloud effect idea: Could we fake it? :p Synchronize the texture pan clouds with turning off/on the ambient light(s)?
Judith on 30/8/2008 at 14:52
Do we really have to copy all the things they do to feel better? ;) Yes, we could fake it, by placing a script attached to the light somewhere near the player and synchronize cloud texture panning speed with changing this property which decides how much the light affects the lightgem (forgot the name) :cool:
Beleg Cúthalion on 30/8/2008 at 15:04
Honestly, what else did we copy from them...? :weird:
Changing the lightgem itself would be a work around. I haven't touched scripts too often yet, but can't you change the light radius on objects linked to MYSELF or whatever..?!
Judith on 30/8/2008 at 17:07
Not the light radius, light weight or something like that. Anyway I find silly copying and generally getting excited about such a trifle. Average player won't really notice such a subtlety until you point it out :)
Abru on 30/8/2008 at 17:11
Quote Posted by Judith
property which decides how much the light affects the lightgem (forgot the name) :cool:
Light Level ->
LightLevelWeight ;)
Beleg Cúthalion on 30/8/2008 at 19:25
But that would be something that I would call next gen. :erg: Or at least clever. Well, after all it was just a basic (newbie) question. :p
Oh, wait, what about torch re-lightening guards?
Judith on 30/8/2008 at 21:18
Quote Posted by Beleg Cúthalion
Oh, wait, what about torch re-lightening guards?
Never tried that, but maybe something with stims would help. Anyway, get your arse to the editor and start experimenting instead of constantly asking, you taffer! ;)
Beleg Cúthalion on 2/9/2008 at 09:37
Well, finally I have to start doing things like that since the architecture is roughly done. But for now I'm messing with the scripts that shall make the associate guards follow the ones "leading" the patrol.
My first attempt is this one:
(
http://s7.directupload.net/file/d/1540/zgx9up6m_jpg.htm)
Inline Image:
http://s7.directupload.net/images/080902/temp/zgx9up6m.jpgI placed the script on the highlighted archer and TriggerScript-linked him to the patrol leading guard (BTW also vice versa which had no effect). But he doesn't move. I know this script is incomplete anyway because it has no CONDITION dealing with the possibility that the leading guards has been taken out (and I'm already thinking of ways to make one call for help etc. if the AI doesn't do this on its own), but for now it should work unless of course "object" refers to static meshes or other non-AI things only.
I clicked OK in the script browser to let it re-compile or whatever it does and also built all, just in case that would be something to activate newly-made scripts, but to no effect. Any ideas?
Martin Karne on 2/9/2008 at 11:00
I'm not very clear on this, but have you a volume linked to this triggerscript?
And are you supposed to be the trigger (the player) or the AI itself?