Please ask your basic (newbie) questions in here. - by scumble
angrypenguin on 8/6/2005 at 18:54
Thankyou Ziemanskye.
I have to admit I never found the skeleton browser before today :)
Are all character movements stored in here and can we create our own?
Ziemanskye on 8/6/2005 at 20:31
Sorry angrypenguin, I just don't know. I think the animations are all done by abstract skeleton, so I think we can create new blends of the ones they have (try right-clicking in the skeleton browser, there was a Add Anim or New anim command somewhere), but I don't think we can add outright new animations.
At least, not till someone works out the skeleton file format.
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Now for me to ask a question for once:
How do you make the NPCs not react negatively to Garrett?
I have a bartender who keeps freaking out on me, and I want him to just ignore me if I have no weapon drawn.
SneaksieDave on 8/6/2005 at 20:47
Quote:
Are all character movements stored in here and can we create our own?
Unsure about the creation, but you can apparently associate a collection of animations with a model. Be aware that it seems kinda counter intuitive, though. I had a post around here in which I was asking if anyone knew anything about why it seems that instead of a model inheriting animations like a child, that when you remove animations from a collection, you remove them from ALL models that share those collections. Erm, that's not worded very well. Play with it, you'll see what I mean. But keep your editor archive handy, because you will probably be changing your /SkeletalAnimations and maybe /TagDatabase folders, whether you want to or not.
Quote:
How do you make the NPCs not react negatively to Garrett?
Give them (or create for them) a faction model which sees the player as neutral or allied and it should work.
Play with AIPawn->FactionModelClass.
angrypenguin on 9/6/2005 at 16:54
GRRRRRR
I'm so close to giving up with T3Ed
I have spent hours and hours and months and months and have nothing meaningful whatsoever. I have a room with a bar and a few torches.
It's not that the program is bad but every simple step takes hours and by the time you get to the end you dont care anymore.
I guess my expectations might be a bit high but it seems stupid. Also with school tests coming up and tonnes of coursework over the next couple of years i dont think that i will have the time or motivation to create anything meaningful.
I suppose it just feels like a shame... another wasted oppourtunity :(
rujuro on 9/6/2005 at 18:42
Initially I found this to be true. But I find that I can generate stuff very quickly now, it's only when exploring an entirely new idea or technique that it's a huge timesink.
The exception is the sound editor. It takes so long to do the initial schema load that I find myself avoiding it and saving it for a later time.
SneaksieDave on 10/6/2005 at 01:56
Quote Posted by angrypenguin
I have spent hours and hours and months and months and have nothing meaningful whatsoever. I have a room with a bar and a few torches.
Are you having trouble editing custom animations, then? So did I. I only ended up taking out some that bother me, and leaving the rest standard.
So based on that, if I may make a suggestion? It sounds like you (and some others; thus this post) are getting frustrated and/or bogged down on tweaking/modifying stuff about the original game. Minimalist already does a great job of that.
Instead, just make a map! :) Even if it only uses standard sounds, or AI, or scripts, or textures... just make a map. It really is fast and rather simple once you get moving. And when you see your AI patrolling about, through creepy hallways you've designed, making life hell for any intruding thief - you'll feel it the satisfaction, and it will pull you forward.
SneaksieDave on 11/6/2005 at 14:37
Anyone have any idea what F7 does? It says it's compiling scripts, but it only takes a second or two. Could that possibly be compiling only the scripts that the mission needs, skipping full compilation (dare to dream)?
I'm unaware if there's a keyboard commands list.
rujuro on 13/6/2005 at 04:33
Does anyone know how to set up a teleport within a map? Just from one point to another? I'm sure there is an easy way to do this, but it is eluding me. Thanks.
Ziemanskye on 13/6/2005 at 10:56
Um, a long shot maybe (haven't tested it), but a volume with a script:
When Volume [Myself] is breached by [Category:Player]
> Teleport player to destination [name] in this map, use original heading [false].
It's something like that, and with annother player start with the TeleportDestinationName property I think it should go okay.
rujuro on 13/6/2005 at 14:43
Actually I think I had a script that should work, but you may have hit on the piece that I was missing. You can use more than one player start, and they can be teleport destinations? I looked on the unreal wikki, and they mention a teleporter actor, but since T3Ed doesn't have them, I should use a player start? Excellent, I'll try it tonight.