Please ask your basic (newbie) questions in here. - by scumble
Beleg Cúthalion on 5/12/2008 at 09:02
To make the thief permanent hostile try to set his FactionModel (Properties --> AIPawn) to something like PaganHostile (although that could refer to the player only) or even Kurshok which will make him attack anything except other Kurshoks. :p
Making City guards attack people who enter private areas is a bit more complicated. The original TDS scripts refer to the player only but are quite complex (check in the TriggerScript Browser, CitySections, Paranoia etc.). You have to create volumes for the private areas, add scripts to them which indicate whether or not the player (or thief) is in it and then at least two scripts to the guards, one for starting issuing a you're-not-allowed-in-there bark and starting a timer to give the player a chance to step back, and one for changing the disposition towards him (or simply go back to the original City Watch Faction Model since it's hostile towards the player anyway) and attack him.
We have a scripting experiments thread and just in case you want to do something similar like I'm trying to achieve (that is, make guards attack when the player enters a private area like mentioned above), we could have a chat there.
nateurnal on 5/12/2008 at 19:59
I set the the Thief to undead and the guards to kurshok and they both attack. That fix really only works as long as interactions are only between AIs that are supposed to be hostile to each other. Kurshok guards obviously won't ignore the presence of say, Lady Elizabeth.
So it looks like I'll be playing around with scripts next chance I get.
Thanks all for the help:D
Beleg Cúthalion on 7/12/2008 at 20:34
Does anyone know how to refer to custom fonts as GlasWolf told it?
Quote Posted by GlasWolf, readme file of his package of four classical Thief fonts made TDS_ready
Just copy them into your \CONTENT\T3\PCTextures\Fonts folder then
reference them in your .str files. They are a little washed out
in game due to the conversion process, hopefully we can fix this
somehow.
I just tried to change the font tag to {font=jd}* (since both the cel and dds font file are called so and because I've found this in a test sch file by str8g8) but the page was empty afterwards although I did include the two files in the mission on my second attempt. :p
* { and } are supposed to mean < and > but the forums doesn't like them.
Judith on 7/12/2008 at 20:38
This is by no means a newbie question :) I suggest you make a separate topic for it.
Beleg Cúthalion on 7/12/2008 at 20:39
No, I'll resurrect the existing one. :p
Beleg Cúthalion on 17/12/2008 at 15:43
Next newbie problem: I've placed a loot painting in my mission and – like all loot paintings – it appears with a scroll in the middle. But while in other missions (Castle, Museum) this scroll disappears in game mode, it remains in my mission and I can frob it to get the loot and then frob the painting to make it vanish. How's that happening?
Tiens on 18/12/2008 at 05:58
Beleg, I have no idea HOW is it happening, but I know how to escape this problem. Just select this scroll and make it invisible. I mean, go to its properties, add into Render category new property named Transparency and set it to 1.
Beleg Cúthalion on 21/12/2008 at 23:21
Thanks for your help, but Transparency wouldn't be enough without turning off shadowcasting as well and this couldn't be the answer. What was the answer was to set Advanced --> Hidden to TRUE. I looked it up in the Castle map and it really was that easy. :)
ShadowSneaker on 22/12/2008 at 02:10
I started using 3DSMax today and made a few meshes. I haven't been able to open the T3 matlibs yet so I've just been using the textures in Max to see how they look. When I open the meshes in T3Ed, in some places the texture I put on it will look fine but in others it is stretched so far it looks terrible. I tried altering the settings in the UV Map modifier section (raising the three tile values and the 'fit' buttons) but it hasn't fixed the problem.
Is there some parameter or value I can change to get the texture to wrap properly or is this caused by my stretching of the 3D model in Max?
I made an archway using the cylinder shape then squeezed it then bent it, for example. Would it be better to make the arch by combining 4 different shapes rather than manipulating just one? Would that fix the stretching of the texture?
Thanks,
SS
Flux on 22/12/2008 at 18:47
I should probably write a simple tutorial on this with pictures, so hold on...