Please ask your basic (newbie) questions in here. - by scumble
Ziemanskye on 28/8/2005 at 11:28
The Alarm Link I'd assumed was a DX:IW thing...
(yet again with the haven't tried it, jees...)
I figured it would link from an alarm sounder object (or NPC) to other NPCs so that once one of them got alerted it''d be picked up by others linked to it and you could have a whole area go alert.... Which I think was kind of what you wanted to happen for something, so might be worth experimenting with a bit.
ProjectX on 28/8/2005 at 15:32
Is there any way to completely mute an AI mid-game?
Don't worry all of these questions will eventually emerge as one complex yet rewarding FM. Hopefully.
Rantako on 28/8/2005 at 17:39
By the Builder, it works! :thumb: One thing - when you read the book from inventory, it only displays the correct text if the filename is specified on the archetype, rather than the concrete. This isn't a problem, really, it just means any FM without a custom gamesys won't be able to use these.
And now we have proof the When I am used in a way from inventory condition works, I'm going to try making T1/2 style keys again.
kamyk on 28/8/2005 at 21:53
"Install and patch the game. For reasons that will become clear later it is best to install it to a directory named Thief3 rather than the default Thief - Deadly Shadows. Also, avoid installing it under the Program Files directory, or any other directory that contains spaces in its name. "
"To launch manually rename Thief3 Edit to Thief3 and start /SYSTEM/t3.exe editor
If you fail to rename the directories when manually running the editor you will get a Viktoria error with the error message Unable to load static mesh 'WEPaiSWORD'!"
This is what I am referring to. This is the part that confused me. According to the installation wiki, you are supposed to re-install the game from scratch with the defualt name of thief3 as the directory. Then later the wiki tells you that in order to run the editor to rename the editor directory from thief3 edit to thief3. This gives me a directory already exists type of error. And as I said before, the reasons why I should rename the actual game directory in no way becomes clear later...
Does the launcher render this problem irrelevant? If so, I will use that instead.
ascottk on 28/8/2005 at 22:11
Quote Posted by kamyk
This is what I am referring to. This is the part that confused me. According to the installation wiki, you are supposed to re-install the game from scratch with the defualt name of thief3 as the directory. Then later the wiki tells you that in order to run the editor to rename the editor directory from thief3 edit to thief3. This gives me a directory already exists type of error. And as I said before, the reasons why I should rename the actual game directory in no way becomes clear later...
Does the launcher render this problem irrelevant? If so, I will use that instead.
It doesn't matter what you name the editor folder as long as there's no spaces. If there are spaces then the editor cannot find certain things such as conversations, scripts, etc. My editor directory is just named "T3Ed"'.
Use the launcher. It alters the Windows registry so T3 knows where it's at.
rujuro on 28/8/2005 at 22:34
There's a condition in the trggerscript manager that says something like "when I am frobbed by object of type [linkFlavor]"
Anyone know what this does? Could this refer to using an object from the inventory to frob something?
ProjectX on 29/8/2005 at 07:29
could be, I haven't used that condition yet.
joebarnin on 30/8/2005 at 04:55
Anyone know how to have a Zombie play possum right from the start? I've experimented with having him start with the property Health/MainHealth/Current = 0.0, and he starts off dead, but he's not playing possum, he's really dead. I've got his PlayingPossumInertSeconds and PlayingPossumReactiveRadius set correctly.
I can't remember if the OMs had zombies of this type.
ProjectX on 30/8/2005 at 07:44
The Abysmal Gale had a zombie that slept until you stole something, and then they got up, frightened the life out of me that did, especially since I had no holy water (I guess I'm naturally jumpy).
Check that map out, you might find the one you need.
SubJeff on 30/8/2005 at 08:15
I've put a ladder static mesh into a map. It's made of a top and 4 long sections.
But Garrett just walks up to it and doesn't get sucked into it. Do I need to set some property first?