Please ask your basic (newbie) questions in here. - by scumble
ShadowSneaker on 17/11/2008 at 13:12
Make a brush that is the height, length and width of the door. That will separate them. Read Komag's tutorial; it explains alot.
Beleg, I always assumed that guards with helmets were non-blackjackable by default. Is this not true? Could there be a script attached to the helmet itself rather than the AI?
SS
Urza on 17/11/2008 at 13:33
Quote Posted by ShadowSneaker
Make a brush that is the height, length and width of the door. That will separate them. Read Komag's tutorial; it explains alot.
SS
Thanks. I have komag's tutorial. I must have missed it / maybe not quite understood it.
I'll try it tonight.
Beleg Cúthalion on 17/11/2008 at 13:47
Quote Posted by ShadowSneaker
Beleg, I always assumed that guards with helmets were non-blackjackable by default. Is this not true? Could there be a script attached to the helmet itself rather than the AI?
I added the helmet manually and I guess that e.g. the museum guards with the nasal helmets are not different (you can BJ them as well). Since rigid attatchments don't have any physics you don't have a helmet in between when BJing them (unfortunately, I fear you cannot make a shield this way either). I tried a script that - upon >0 damage by blunt on head/torso - makes a clonk sound and changes disposition etc. (unfortunately not the health state so that I could make him immmediately conscious again), but of course it didn't work. Not even the clonk sound I believe. I guess it must be simpler.
By the way; with these helmets they look just like the kind-of-art-noveau guards from the (
http://www.eidosforum.de/showthread.php?p=701405#post701405) artworks.
ShadowSneaker on 17/11/2008 at 16:19
Perhaps you could make a new vulnerability object and set the blunt stimulus to 'immune' ? It might be alot of work since you would have to alter the links for each helmet-wearing guard or make a new class altogether. What about changing the amount of blunt stimulus damage in the script? Would that value matter at all if he was immune to blunt attacks?
That's the only thing I can think of off the top of my head.
SS
nateurnal on 17/11/2008 at 19:48
Could someone explain how to make a elevator that has three stops.
The idea is to have one button that calls the elevator to stop #1; then, after a few second delay, an automatic move to #2. After a button at #2 is pressed, elevator goes back to #1; 3 sec delay, then goes to #3.
Or
Elevator comes out of ceiling to bottom floor; 3 sec later, auto to balcony. Button on balcony is pressed: elevator goes back to floor; delay, returns to ceiling.
Did I make that confusing enough?:p
Beleg Cúthalion on 17/11/2008 at 22:51
Yes. :weird:
Anyway, you could probably post this in the scripts experiments thread as well. Or we just move. For now I could simply imagine a simple flag system if the elevator call scripts alone cannot handle it (at least for me it could be helpful to draw a sketch). They could save the current status of...whatever...yeah, I need a sketch, just to make sure where floor, ceiling and balcony are.
[Helmet non-BJ-thingy not found yet]
ShadowSneaker on 18/11/2008 at 23:19
I'm having trouble aligning a texture properly. I'm using one from the CEM matlib which has a border at the top and bottom but when I apply it to the brush the top and bottom are in the middle of the wall, which looks bad.
I tried aligning it and one of the settings looked how I wanted it to except it was stretched and smaller in size. Changing the scale didn't fix that.
The wall isn't very high either, twice Garrett's height at the most.
Does anyone know how to fix this?
SS
Beleg Cúthalion on 19/11/2008 at 08:33
I think you know the little buttons with numbers on them, so that won't be the problem. I've had issues with stretched textures on sloped brushes as well, you simply have to make sure it isn't stretched too far.
Well, reading your post again I'm not quite sure if you've used the U/V buttons at all. :weird: Just select your textures and press the second 64 a couple of times. But that's also something that Komag explains.
ShadowSneaker on 19/11/2008 at 23:20
Yes! I clicked on the second '64' button 2 or 3 times and it fixed it.
Thanks.
SS
nateurnal on 20/11/2008 at 02:42
Quote Posted by Beleg Cúthalion
Yes. :weird:
Anyway, you could probably post this in the scripts experiments thread as well. Or we just move. For now I could simply imagine a simple flag system if the elevator call scripts alone cannot handle it (at least for me it could be helpful to draw a sketch). They could save the current status of...whatever...yeah, I need a sketch, just to make sure where floor, ceiling and balcony are.
[Helmet non-BJ-thingy not found yet]
OK, I'll do that. Thanks.