Please ask your basic (newbie) questions in here. - by scumble
Shockeye on 2/6/2005 at 08:36
Quote Posted by nomad of the pacific
By the by, did you find a way to create the store windows? I copied mine along with the objects. That's why I didn't have alignment problems between the objects and windows. (Except for the window for the practice lock. I put a custom item there. :sly: )
I just added the store window number property to each item I put on the shelf and numbered them consecutively starting at 1. Is there an actual store window object that you add to the room??? I couldn't see one in any of the game maps.
There were some lookpoints near some items but I think they're just so the shop keeper looks at the stock while talking.
nomad of the pacific on 2/6/2005 at 08:58
Unfortunately, I don't remember what I copied to my store other than the items and I won't see my computer again for a couple months so I can't check. :( Maybe the store windows are automatic to Garretts POV just by teleporting to a Store. It's been months since I made mine and I have a very bad memory since I took that 37,000 volt shock to the head. :cheeky:
SnowWorm on 6/6/2005 at 21:53
i tried to decorate my door openings and a problem occured:
i used door portals from the static meshes menu and in test mode
garrett does not want to go through the doors with portals... :confused:
i mean single doors... as for double doors with portals it's OK
plz help...
nomad of the pacific on 6/6/2005 at 23:30
I've had the same problem with windows. Have you tried switching to Exact OBB or whatever it is in the static mesh properies? Maybe try Artist Generated. Sorry, I don't have my computer here, so I can't fiddle with it myself or give you the correct terms used in the editor. (I'm using the Force to cruise the forums! :laff: )
angrypenguin on 7/6/2005 at 18:48
I am having trouble with my animation points.
When I look at one of the missions that shipped with the game they had cook arm motions so I tried to add some of my own waving his arm around by the shelves.
Howver when I get to the play anim point property in the animation marker I can't specify an animation name. I can select a Locomotion but not an animation. Is this something that they could do but we cant? :confused:
thx
Ziemanskye on 7/6/2005 at 19:39
You need to add the animation property to the PlayAnimPoint actor. Bring up it's properties list (f4) and right-click, then just Add Property: PlayAnimPoint> AnimName...
If you click the use button on the end of the line it'll bring up the SkeletonBrowswer so you can select and preview the animations.
Other than that, you need to link the PlayAnimPoint to a PatrolPoint (with the connect AI path points tool on the left, blue balls), and play with properties till it does what you want.
Lots of things need properties added like that, it's annoying but it's the only way to get things done. And I'm sorry if this comes off as patronizing, I don't mean to be.
SneaksieDave on 7/6/2005 at 22:35
Glad you asked, angrypenguin; I had the same problem, and Ziemanskye, your solution fixes it. One note though - on my system, I must have the skeleton browser open/active at the time of hitting the Use button (unlike the schema browser), or nothing happens.
ascottk on 7/6/2005 at 23:35
Does anyone know how to make an AI sit?
EDIT: Figured it out, there's a sitting link . . .
What do ya know . . .
AMN on 8/6/2005 at 13:29
I'm testing my mission with different objectives like kill somebody and steal something and it works great. But how can I add an objective so that the mission will end when the player enters a specific room?
I tried and searched but I didn't find any answers on this.
:confused:
Ziemanskye on 8/6/2005 at 18:44
Maybe not quite what you want AMN, but place a generic Volume inside the room and give it a script like this :
Quote:
CONDITIONS:
--When linked volumes [MYSELF] are breached by [Category Player]
ACTIONS:
--End Mission [TRUE] successfully
--Reset script conditions and actions
It'll end whatever the current mission is and display the "Are you sure you want to end the mission?" dialogue, followed by any debriefing you have set.