Please ask your basic (newbie) questions in here. - by scumble
Krypt on 25/3/2005 at 22:07
Quote Posted by Dark Arrow
Here is what I have:
A button in the middle of a room.
Button is linked to HauntedHousePuppet with a Spawn link.
Button has the script:
Conditions:
When I am frobbed by player
Actions:
Spawn object type at end of [Spawn] at my location plus X=[0.00] Y=[0.00] Z=[5.00], inheriting all my links
Reset script conditions and actions
When I try it out, a viktoria error pops up.
GameUtils::SpawnActor failed to create a new actor of class (D_794)That error occurs because you're linking to an instance instead of an archetype (or class, as the error message says). The guy already exists in the map, so even if it didn't crash he would be standing where you wanted him to spawn when the map starts anyway. Set it up the way I described in my last post and it should work.
Gervasius on 25/3/2005 at 22:09
Yet Another install question.
I uninstalled TDS and then reinstalled in C:\Thief3. Then I patched the game. Then I copied the installation folder and renamed it Thief3 Edit. Then I unzipped the editor into the Thief 3 Edit folder. Then I deleted T3Main.exe from the Thief3 Edit system folder and renamed T3MainOptVersion to T3Main.exe. Then I made the changes in the user.ini file. Then started the launcher and directed it to the proper pathways and clicked on launch editor. Absolutely nothing happens.
When I try to launch the T3main.exe from within the Thief3 Edit folder it starts up and gives me a version 1.1 with a date Nov 17, 2004. Then it goes black and I can do nothing. I also corrected several problems that other members here have had including installing current Nvidia drivers, making sure my VIA 4-in-1 drivers are installed, and confirming that colors are at 32-bit. Please help anyone. Thanks
Dark Arrow on 26/3/2005 at 06:24
Quote Posted by Krypt
That error occurs because you're linking to an instance instead of an archetype (or class, as the error message says). The guy already exists in the map, so even if it didn't crash he would be standing where you wanted him to spawn when the map starts anyway. Set it up the way I described in my last post and it should work.
This is what is giving me the trouble. I assume that objects in the Actor Class browser are archetypes. Is this correct?
So I make a spawn link to HauntedHousePuppet (No __x extension)? This is how I currently have it set up. If I check the links in the actor class browser, I can see that there is a link created from a concrete object to the HauntedHousePuppet. So are those in the Actor Class Browser classes or something? In that case, what is considered to be archetypes?
Also, what files does the gamesys use?
[Edit]I think I got it (objects). I'm using the exact same setup (except I used a FrobEvent link, but that probably won't matter). I managed to create a crate1. Still AI's give that error. [/Edit]
Krypt on 26/3/2005 at 19:32
Quote Posted by Dark Arrow
This is what is giving me the trouble. I assume that objects in the Actor Class browser are archetypes. Is this correct?
Yes, the character in the gamesys is the archetype. You want to link to the template to create the character you want to spawn, rather than a specific instance of that character in the map.
However, I just made a little test map with this setup and found some problems with it. I was able to spawn in an AristocratFemale_FDress_01 character just fine, but couldn't spawn a HauntedHousePuppet. This is probably because the property bNotSpawnable is set to true on the puppet, and false the aristocrat. Unless you want to change the character in gamesys, this spawning route is probably not the way to go in this case. Here is how I would set it up, and this is a lot easier anyway. Create a script with condition: When I am frobbed by player, action: Set [bOutOfWorld] to [FALSE] on linked objects [TriggerScript]. Put this script on your switch. Now drop the HauntedHousePuppet into the map where you wanted him to spawn earlier, and set bOutOfWorld to TRUE on him. Create a TriggerScript link from the switch to the puppet and it should all work.
Weasel on 26/3/2005 at 19:55
Quote Posted by Krypt
Create a script with condition: When I am frobbed by player, action: Set [bOutOfWorld] to [FALSE] on linked objects [TriggerScript]. Put this script on your switch. Now drop the HauntedHousePuppet into the map where you wanted him to spawn earlier, and set bOutOfWorld to TRUE on him. Create a TriggerScript link from the switch to the puppet and it should all work.
I was planning to use that method on some things in my mission. Glad to hear it will work.
Rantako on 27/3/2005 at 09:45
For some bizarre reason, vertex editing doesn't work for me. If I start a new map, the vertex editor will let me select vertices on the builder brush but not move them. If the map has anything in it, I can't even select vertices.
Because of this I'm having to use the 2d editor and brush scaling to make anything vaguely interesting, and I'm having the usual scaling-related problems (last night I got the 'no floors' error on a grand scale - half my map vanished!).
Obviously, this is not good, so does anyone know why vertex editing doesn't work, and if so, how can I fix it?
OrbWeaver on 27/3/2005 at 12:01
Quote Posted by Krypt
Create a script with condition: When I am frobbed by player, action: Set [bOutOfWorld] to [FALSE] on linked objects [TriggerScript]. Put this script on your switch. Now drop the HauntedHousePuppet into the map where you wanted him to spawn earlier, and set bOutOfWorld to TRUE on him. Create a TriggerScript link from the switch to the puppet and it should all work.
In what way is bOutOfWorld different to bHidden? I have been using the latter to disable my AIs while playtesting a map.
OrbWeaver on 27/3/2005 at 12:03
Quote Posted by Rantako
For some bizarre reason, vertex editing doesn't work for me. If I start a new map, the vertex editor will let me select vertices on the builder brush but not move them. If the map has anything in it, I can't even select vertices.
How are you trying to select and move them? You need to Ctrl-Alt-Leftdrag to draw a selection box around the vertices to move (which will turn white), and then Ctrl-Leftdrag to actually move them. You also need to make sure that the brush is selected
before you do this.
Krypt on 27/3/2005 at 16:15
Quote Posted by OrbWeaver
In what way is bOutOfWorld different to bHidden? I have been using the latter to disable my AIs while playtesting a map.
Don't use bHidden, it is an obsolete property left over from unreal. It probably works to some extent, but it's not the right way to do it because I believe the game still calculates physics and AI and stuff on it even when it's hidden. bOutOfWorld is the property you should be using to hide/unhide stuff.
Rantako on 27/3/2005 at 16:18
Thanks, OrbWeaver - I didn't know about the Ctrl-Alt-Leftdrag to select, I'd been trying to click on the vertices. Everything works fine now.