Please ask your basic (newbie) questions in here. - by scumble
Ziemanskye on 20/8/2005 at 17:18
Not all of the beds have sleep points, and you need to edit the link (ActorLinks, then Edit), so that the attachment point is the actual sleeping thing.
ProjectX on 20/8/2005 at 17:26
Quote Posted by Ziemanskye
Or you can fake it, like I did at the start of Townhouse - bTensePatrol, bStartWthWeaponDrawn, and make them run between the patrol points.
would this work if I wanted them to be normal until the event triggered?
Ziemanskye on 20/8/2005 at 17:36
I don't know, since I had them out of world to start with, but I guess the properties could be set in a script.
Running between patrol points would be harder to fake that way I think, since it's set on the actual patrol point, but the script might be able to move them onto a parrallel track for running around I guess.
You'd have to do the experiment though.
MorbusG on 20/8/2005 at 18:14
Quote Posted by Ziemanskye
Not all of the beds have sleep points, and you need to edit the link (ActorLinks, then Edit), so that the attachment point is the actual sleeping thing.
Thank you for the reply. However, I can't find "attachment point" in my selected bed (bed4heather), only Link -> m_GroupName, m_name and Object -> Class, Name. Also, I can't add stuff in there either.
So is the conclusion right, that one is able to use only certain beds for putting AI's to sleep in?
TIA
Ziemanskye on 20/8/2005 at 18:48
I think that the bed4heather is one of the ones that doesn't work.
Somewhat inconcenient, because I like the model.
If you can attach the sleeping link to a generic marker node or something then you may still be able to force it, but I haven't tried that.
ProjectX on 21/8/2005 at 07:24
is there a link offset property for the sleeping link? I can't remember atm but if there is you could use that to reposition the body.
Bardic on 21/8/2005 at 21:30
Can anyone tell me if there is a way to make a room quieter? I need some guard footsteps and dialog to be very quiet as if heard from a distance.
Dark Rat on 22/8/2005 at 01:07
I don't know if this is a newbie question or more of an advanced one, but seeing as I am a newbie, I'll ask it here: how can I make AIs appear when Garrett plays a certain instrument and how can I make them follow him while he plays it or until he plays the instrument again? I'm looking for a Pied Piper of Hamlin response, making creatures follow the sound of a flute or bird/rat call but only for a certain amount of time (might be annoying to have creatures follow Garrett throughout the game). Can I make this effect happen repeatedly or just once? I appreciate any help -- I don't even know where to begin.
ProjectX on 22/8/2005 at 07:29
I think this is possible, just. You'd need a custom script with a timer, and you'd probably need some complex flag system and you'd need the action "follow the player" and "stop following the player"
Ziemanskye on 22/8/2005 at 11:04
Bardic - sounddampening is a ZoneInfo actor property (you zone off the room, then add the actor, then add the ReverbStyle property).
The different preset ReverbStyles will amplify or diminish (and/or echo), just play with them till you find one you like.