Please ask your basic (newbie) questions in here. - by scumble
str8g8 on 30/8/2005 at 08:17
Use the ladders in the actor browser rather than static meshes and it should work fine
str8g8
ProjectX on 30/8/2005 at 08:47
however if you're using just the mesh I think there is a property climber -> bIsLadder, or something like that.
joebarnin on 31/8/2005 at 00:10
Quote Posted by ProjectX
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).
Thanks, ProjectX, that's just the ticket. The very first zombie I looked at in that mission had the DOC3_ZombieInPossumModeOnMapstart script, which is very simple:
When map starts, arriving from a different map
Apply [8.00] units of stimulus [StimulusType_Blunt] to linked object(s) [MYSELF]
which basically "kills" the Zombie up front, so he starts off playing possum (assuming the rest of the possum properties are set up correctly).
Thanks again!
Crispy on 31/8/2005 at 07:36
I've placed an ordinary volume in my map, and given it a script that's supposed to trigger when the player enters it. The condition I'm using is:
- Query if linked volume(s) MYSELF contain the linked object(s) at end of PLAYER
But it isn't working. I walk into the volume in-game, and nothing happens, either in debug (Play Level) or non-debug (Send to Xbox) modes. I've set up such silly actions as "change the health state on all linked objects PLAYER to HealthState_Dead" and "activate screen tinting to 255 0 0 128" - but there's no response.
The script is on the volume via the Scripts->Triggerscripts property, and I've tried rebuilding all and saving the scripts multiple times. I've also tried the condition "When linked volumes MYSELF are breached by Category_Player". Nothing I do can get anything to happen when I enter the volume.
Similarly, I experimented with creating a separate DeathWaterVolume elsewhere. Entering it produces water splashes, but Garrett's health remains untouched!
Any ideas?
Ziemanskye on 31/8/2005 at 10:28
When linked volumes [MYSELF] are breached by [Category_Player] works for me - it's how the bookcase gets closed and the mission ended and the City watch ran in and up the stairs and the girl came out of the room in Townhouse. (So it got used rather a lot)
They were just normal volumes with a triggerscript attached to them (and links, mostly TriggerScriptLinks to what/who they tirggered). They were never linked to the player though.
Why it isn't working for you? Not a clue I'm afraid, since you've already rebuilt the bsp.
ProjectX on 31/8/2005 at 15:08
It's quite a simple answer, but you'd have had to have experimented a lot to find out about it. there are two types of condition, the "Query if..." and the "When...".
A "When..." condition will fire the action as soon as that condition is fulfilled.
A "Query if..." condition requires a when condition to have fired all ready, it's like saying "do these actions if this is script is fired, but only if ... is true"
Change your Query if to a When and it'll work.
Dark Arrow on 31/8/2005 at 15:58
It took me a while to understand the difference between those two.
The reason why your script isn't working could also be a result of a broken action. I believe, for example, that the action Deactive screen tint isn't working at all. Atleast I don't see a difference when my script tries to deactivate it.
Crispy on 1/9/2005 at 08:31
I did try "When" first, but it didn't work either.
It turns out that I needed to save the scripts by clicking the OK button (or the Save Aand Refresh button) on the trigger script editor before they would update in-game. I didn't think that was necessary, as it had always seemed to work without doing that before. :weird:
Anyway, changing it back to "When", explicitly saving the scripts, and then rebuilding the level makes it work. Thanks!
Gonchong on 1/9/2005 at 11:35
Quote Posted by Crispy
Similarly, I experimented with creating a separate DeathWaterVolume elsewhere. Entering it produces water splashes, but Garrett's health remains untouched!
You need to add a stim to the DeathWaterVolume for it to kill you (have a look at the dockside OM's )
ascottk on 1/9/2005 at 15:26
Quote Posted by Gonchong
You need to add a stim to the DeathWaterVolume for it to kill you (have a look at the dockside OM's )
I found that adding a stim by itself doesn't kill the player. You need a volume script:
When linked volumes(s) [MYSELF] are breached by [Category_Player]
Apply [999.00] units of [StimulusType_Crushed] to link object(s) [PLAYER]