Please ask your basic (newbie) questions in here. - by scumble
bigall on 27/7/2005 at 18:03
is it possible so you can make a key open a certain door ..and not have it lockpickable or able to be frobbed?..so you have to find the key in the lvl to open the door?
Ziemanskye on 27/7/2005 at 20:01
Yes, but it'll be a bit messy to get rid of the frob highlight.
I might be wrong about all this, so you might want to dig around in the (
http://www.ttlg.com/wiki) wiki, just in case.
To lock a door, you place the door actor as usual, then right-click and select properties (or press f4, though that doesn't always open the window), then right-click the window and select Add Property>Lock>bIslocked and Lock>KeyString
bIsLocked should be set to TRUE, so that when you frob the door, it doesn't open (but it still highlights, so you can frob it and hear the locked sound).
KeyString should be set to some easy to remember text.
You then need to add a key actor (under SetDressing>Inventory>Keys I think), which you add the KeyString property too as well, with the same name, and when the key is picked up it should unlock any doors with the same KeyString text.
To make the door un-highlightable too would require making the HighlightDist on the door=0, then when the key is picked up having a script that increases the value back up (defaults to 128), so it highlights and can be frobbed to use the key and unlock it.
norbik on 30/7/2005 at 09:16
Please help me.
When my unr is more then 4 MB i can´t play the map. Why?
In flesh mode i can see everything o.k. but game not run.
Original maps (>4mb) run correctly.
bigall on 30/7/2005 at 15:12
How can i stop an AI during his patrol to look at an item./area.for a random amount of time?...got a funny idea its something to do with focus points but not to sure...
nomad of the pacific on 31/7/2005 at 03:21
norbik, have you checked for off-grid BSPs? I doubt your vertex pools are the problem if you're only up to 4 MB. Do you have a lot of smeshes? Any errors in your logs?
bigall, I think you need a lookpoint in the AI path, too. I haven't got my T3Ed here, but I think you have the AI patrol to the lookpoint and link it to the focuspoint to tell the AI where to look. At least that's how I remember it working with the playanimpoint. I'm just guessing, so don't shoot me if I got it wrong.
Last edited by Nomad to take a stab at beiall's problem.
norbik on 31/7/2005 at 05:51
I found previous posts and update vertex pool in default.ini and user.ini and fixed offgrid BSP and it´s O.K. - but it´s strange for me. I always snaped the grid. :confused: . Why is that error?
sorry my bad english. i hope you understand me.
nomad of the pacific on 31/7/2005 at 08:13
I've found that even with grid snap on, I still get off grid BSP. It's very apparent when I use vertex editing. Check for off grid BSP often! :thumb:
norbik on 31/7/2005 at 09:07
Yes. I must watch my step. ;)
nomad of the pacific on 1/8/2005 at 08:16
norbik, where in Czech Republic are you? I may be going there next month unless a coworker snags the job from me. I'm not sure what city, yet.
norbik on 1/8/2005 at 16:24
I´m from Znojmo. It´s small city in south Moravia region, near the state boundary with Austria.