Please ask your basic (newbie) questions in here. - by scumble
Judith on 2/9/2008 at 20:11
Maybe "repeat script conditions and actions" will help? I remember I used this condition and it worked fine, e.g. as long as player was inside some volume.
Beleg Cúthalion on 3/9/2008 at 06:39
I had this "reset actions and conditions" in before, with TriggerScript links in both directions to be extra sure, but it didn't work either IIRC (I might try that again later, but I fear it'll have no effect). It did not even work with links to static meshes or other a crate actor, that's why I think it must be a fault on the conditions' side.
By the way, which are the necessay steps to make altered scripts work in the test game mode (send to xBox)? Do I have to compile every time or just before building the FM package?
Judith on 3/9/2008 at 09:40
Unfortunately, every time you modify your scripts, you have to compile them all. That's why it's better to use some test map for such purpose and/or to delete some of the redundant scripts (you can get rid of most scripts in main folder, E3 Demo folder, etc.)
Oh, and if something should work, but it doesn't, try to divide it to 2 or more scripts, if possible, and use flags often. It's surely a pain in the ass and makes simple theory unnecessarily complicated practice, but sometimes it's the only way to make things work.
Btw. I stil cannot get my script to work - I want to check the objective after G drinks a potion, and "when I'm used in any way from inventory" condition doesn't work (while it works when health potion is drunk - the sound).
Beleg Cúthalion on 3/9/2008 at 20:55
I've just tried to make the ACTION "make AI...approach...untill..." work after frobbing a switch, a guard linked associate-wise and the destination, a bookshelf, linked triggerscript-wise. It doesn't work.
Rantako has used this ACTION in a far more complicated context, see (
http://www.ttlg.com/forums/showthread.php?p=1256944#post1256944) here, so basically it should work. I still think it's a tiny little issue, but I have no clue. I have no idea either about that script to make sitting AI BJable. Even when I give the player the unbinding blackjack (because then I can use the CONDITION "If this AI is disabled by the player by [unbinding BJ] etc."), it doesn't execute the "Set healthstate to disabled" ACTION. Maybe the action command wouldn't make him unconscious anyway and maybe the condition won't work in the first place because you cannot
disable a sitting NPC, but as I said... I'd need ideas. :erg:
Cerebration on 5/9/2008 at 11:42
Real newbie question: I'm trying to give T3Ed a go. The editor itself runs fine but whenever I go into game mode the thing crashes, even when loading one of the original missions. The map loads but camera goes all jerky and Garrett moves around erratically until eventually he falls out of the level. At this point, 'Camera out of world (position) [T3camera.cpp 2068]' pops up at the top of the screen and the game crashes to desktop, leaving the editor still running. I've made sure that the map is fully built and that the player start point isn't inside a mesh or anything.
Has anyone come across this error? TDS works fine on its own so it shouldn't be a graphics card issue - I'm on an ATI Radeon HD2600 XT running in Windows XP.
Martin Karne on 5/9/2008 at 23:02
Quote Posted by Cerebration
Real newbie question: I'm trying to give T3Ed a go. The editor itself runs fine but whenever I go into game mode the thing crashes, even when loading one of the original missions. The map loads but camera goes all jerky and Garrett moves around erratically until eventually he falls out of the level. At this point, 'Camera out of world (position) [T3camera.cpp 2068]' pops up at the top of the screen and the game crashes to desktop, leaving the editor still running. I've made sure that the map is fully built and that the player start point isn't inside a mesh or anything.
Has anyone come across this error? TDS works fine on its own so it shouldn't be a graphics card issue - I'm on an ATI Radeon HD2600 XT running in Windows XP.
Yes if you don't recompile a full run you might end up dead because the space around you does not exist in a readable format for the game, only the editor knows what's in there, for the game your Garrett is inside a solid block and then it dies.
Make sure you never save an original mission after compiling, better save it as another name.
Martin Karne on 8/9/2008 at 13:03
Since you can give a light a rotation value, and it rotates, try using the cloud model with a rotation value it might work or not.
Judith on 8/9/2008 at 13:25
Don't have a clue what you wanted to say, but there's no need to use rotation. This is a cloud dome from OM's, I just painted it with a new skin (Clouds), and used the texture pan property.
Beleg Cúthalion on 8/9/2008 at 20:51
Replacing sounds is a thing of its own, so....that's not the problem I guess. Or hope. But I'm having the same issue with some missions and a skystuff/stars02 texture thing, so I'd like to join you in the question of how to solve this kind of problem.