Please ask your basic (newbie) questions in here. - by scumble
Ma3rk on 26/9/2008 at 01:08
Quote Posted by Judith
...Also remember to delete everything from the TDS folder in My Documents except the savegames - it helps quite often.
Next time I try to install the Editor, I'll give that a shot.
Thanks,
M.
CrackedGear on 26/9/2008 at 18:25
Ok so this is a bit of a spoiler, and it's an old and likely overused trick, but I've got a zombie who's playing dead. The problem is he won't shut up while he's lying there, which kind of kills that whole "is it a zombie or just a corpse" feel. Any suggestions?
ShadowSneaker on 27/9/2008 at 01:03
There is a property 'Ambient Barks Enabled' which you could try setting to 'False'. I have used 'Ambient Anims Enabled' set to False in an attempt to stop the zombies stretching and rubbing their hands together but it had no effect.
I imagine you could make a script which disabled any sounds until the zombies alert state changed to 'alert'.
That's all I can think of off the top of my head without T3Ed infront of me.
SS
ShadowSneaker on 28/9/2008 at 12:59
How do you get Garrett's mechanical eye to work? I try it and it only zooms in; there is no night vision. Also, I tried using ambient vertex lights and they had no effect whatsoever. I turned the brightness right up and they still produced no light. How do you use them?
Thanks,
SS
Judith on 28/9/2008 at 13:22
Quote Posted by CrackedGear
Ok so this is a bit of a spoiler, and it's an old and likely overused trick, but I've got a zombie who's playing dead. The problem is he won't shut up while he's lying there, which kind of kills that whole "is it a zombie or just a corpse" feel. Any suggestions?
You can simply use the sleeping link, as zombie doesn't have any sounds while in this "mode".
Quote Posted by ShadowSneaker
How do you get Garrett's mechanical eye to work? I try it and it only zooms in; there is no night vision. Also, I tried using ambient vertex lights and they had no effect whatsoever. I turned the brightness right up and they still produced no light. How do you use them?
Thanks,
SS
I don't know how to correct the issue with the eye, but ambient vertex lights should work. Just play with the radius a bit more.
Beleg Cúthalion on 30/9/2008 at 21:08
Is there a way (i.e. property) to make AIs less polite when running into other AIs? For my running squad of five guards it's quite difficult to get through the smaller doors or even run in a non-comical line because they stop or even turn around when they hit each other. I've played around with the Physics --> Collision things (was it that...?) but apparently it only referred to hitting objects. I would even take the risk that they obviously run into each other, but what they do now is often... unsatisfying.
Beleg Cúthalion on 1/10/2008 at 09:50
Their behaviour is no problem in general. It's more this kind of standard AI movement thing which causes them to stop or step back if there's some crowding on the street. This is useful for patroling so they don't stupidly walk into each other but I cannot need this for the raid they're doing. Thanks nonetheless. :) In the worst case I'll delete two of five guards so the chances for blockages are lower, but in fact this would make the whole thing less believable.
Ziemanskye on 1/10/2008 at 17:07
Set the patrol points to "run" rather than "walk", and duplicate everything a couple of steps behind and a few steps to the side (so you've got about 4 of the entire patrol: if you can make the "flock" stuff work and get the guards to just move as a group I'd love to know how though)
Sadly, doing it enmasse like that is the only way I know of, and even then you need to design doorways and things so that they fit through with more or less the right timing.
Beleg Cúthalion on 1/10/2008 at 19:40
I have thought of giving them different scripts with a little more delay each. If nothing else helps, I'll have to take this way of doing it. :erg: By the way, the Collision things can be changed (Collision --> CollisionRadius or something, default value is 20, if set to 5 they run into each other there are other interesting options but none had any noticeable or useful effect).
Since the patrol point is only one stage of the whole thing, I'll just give the scripts several delays like mentioned above. He, when I think about that I was originally inspired by the furious rooftop chase in Dark Messiah, I now see that this would hardly be possible in TDS. Or would it...? Well, we can't have AIs jumping, but crashing bridges should be possible. Idea...! :sly:
Thanks to you all. :)
Caradavin on 8/10/2008 at 10:36
Okay, not exactly a newbie, but I guess I am when it comes to this T3ed. Creating a city, and I've searched the forum, wiki, everything including original mishes, for techniques. I was not having a problem carving out the big stuff, but when I tried out some details just for size reference, I found I was carving too small. Everything is cramped and I don't think it is tall enough. So I look at docks mish and see that on average I am looking at 1024 brushes for width/depth depending. What is the advisable tallest you should go? I was doing it ala Dromed and stacking 512's,but it is still not tall enough or doesn't seem to be anyway.
Also, I realized that roofs and facades are problematic when carving out areas. I gave the portion of brushes that would be the sky the default texture. But I tried to put a roof over a building and realized two things - It could not be seen because the brush cut it off, and I would need a triangular solid brush beneath it. So, do I do like dromed, and carve off the sides of a cube to make the triangle or am I missing something really simple here? Also, I thought from the tut that making the sky no longer consisted of making one humongous air brush at the very top. Am I correct on this? If so, how does one account for the varying heights of brushes. Maybe I am tired and should sleepers nows..... :weird: