Please ask your basic (newbie) questions in here. - by scumble
joebarnin on 17/9/2005 at 04:26
When you destroy a crate (for example, by hitting it repeatedly with your dagger), there's an animation that is played (including a sound). Is there anyway of applying that animation to the destruction of another object? Where does the animation come from? Several weeks ago I think I stumbled across the answer but for the life of me I can't figure it out now.
ascottk on 17/9/2005 at 06:07
Quote Posted by joebarnin
When you destroy a crate (for example, by hitting it repeatedly with your dagger), there's an animation that is played (including a sound). Is there anyway of applying that animation to the destruction of another object? Where does the animation come from? Several weeks ago I think I stumbled across the answer but for the life of me I can't figure it out now.
Flinderize links. From the object that's destroyed to the flinders (near the bottom of the actor browser). If you want to get really fancy use a rigidattachment link from the flinders to another archetype. Zombie flinders by themselves are not great but if you create separate archetypes--not under the flinders parents--of those same meshes as rigid attachments then you almost have something worthy of T1 & 2.
What the ?!?!? (side note): Something going on with the forum? This was my first reply in over an hour but I couldn't submit it. It said I'm only allowed to reply only once every 30 seconds. When that time passed it said my reply was a duplicate? :weird:
THX1138 on 17/9/2005 at 20:28
Howdy
I am curious if there is a way within the editor to change(invert?) a static mesh such as MEDcurvrailA. When standing at the bottom of a staircase looking up MEDcurvrailA runs up and curves to the right. So I wonder if there is a setting or something that would let me make it curve up to the left?
I looked at MEDcurvrailB but it is not the same curve, it is much more drastic. CIVrailsincurvA/rev is a possibility, I still have play with those some more.
Thanks
ascottk on 17/9/2005 at 20:32
Quote Posted by THX1138
Howdy
I am curious if there is a way within the editor to change(invert?) a static mesh such as MEDcurvrailA. When standing at the bottom of a staircase looking up MEDcurvrailA runs up and curves to the right. So I wonder if there is a setting or something that would let me make it curve up to the left?
I looked at MEDcurvrailB but it is not the same curve, it is much more drastic. CIVrailsincurvA/rev is a possibility, I still have play with those some more.
Thanks
I found a staircase with no matching side so I ended up making the staircases out of bsp.
THX1138 on 17/9/2005 at 21:09
Uhg,
I was afraid of that.
When I tried to do a flanged staircase BSP it locked my whole system.
And on a different staircase BSP, when I moved the points to make it smooth on the bottom, it made hall of mirror like effects appear in places throughout the room along the BSP's planes. :p
Well I will figure something out.
In DromEd to make cool curves, I was not opposed to spending large amounts of time on grid 1 making tiny little
adjustments to small brushes till it was as smooth as it could be. :nono: It looked great, but the polys would dissappear in the open views.
Bho on 21/9/2005 at 05:08
Hi, i'm trying to make a volume triggered script which makes a couple of guards attack an npc. I can't recall any such scripted moments in the OM's, so could someone point me in the right direction?
I think i might have found the right scripts now, but i just need to know how to change the faction GUID of my NPCs.
ascottk on 21/9/2005 at 05:13
Quote Posted by Bho
Hi, i'm trying to make a volume triggered script which makes a couple of guards attack an npc. I can't recall any such scripted moments in the OM's, so could someone point me in the right direction?
Before the volume is triggered the npcs are the same faction. When the volume is triggered then the npc that needs to be atacked switches to the faction the other npcs hate. I think there's scripts that can do it under the AI folder.
ProjectX on 21/9/2005 at 06:46
I got this to work for a massive-scale war, hee hee!
When linked Volumes [triggerscript:volumelink] are breached by [category_player]
AI changes faction disposition to hostile with AI at the end of link attachment [Triggerscript:enemy] and VICE VERSA
It might not be those exact words, but it's very similar.
Bho on 21/9/2005 at 07:07
Thanks guys, i think i'm almost there with the following script:
Conditions:
When linked volume(s) MYSELF are breached by {Category Player}
Actions:
Set[Disposition vs Faction2] to [Disposition Fearful] on linked objects of [TriggerScript: Bully1]
Set[Disposition vs Faction1] to [Disposition Hostile] on linked objects of [TriggerScript: Bully2]
I just don't get how to assign my guards to faction one, and the npc to faction two.
Crispy on 21/9/2005 at 10:53
There's a property on the actors somewhere - I think it's called AIFactionModel or something similar.
(Tip: If you select all of the property categories on the left side of the Add Property window, all of the properties in the editor get displayed at once in the right side. Handy when you're looking for properties in unknown categories.)