Please ask your basic (newbie) questions in here. - by scumble
samiant on 23/9/2005 at 16:30
Hi all.
I have start to make new T3 map but i have little problems.... :tsktsk:
I just think... How can i make like a haunt not attack to Garrett....
is that posible in T3E???
If it is, can some one tell me how?? :cheeky:
Crispy on 24/9/2005 at 02:08
Change the haunt's AIFactionModel to one that's friendly towards Garrett. You can set this by changing the AIPawn->FactionModelClass property on the haunt.
Alternatively, you can change the UndeadFactionModel itself, but that will affect all undead (and requires modifying the gamesys). It's under Actor->MetaProperty->AIModel->AIFactionModel->T3FactionModel in the actor class hierachy. You can also change other factions here, and even create new ones.
It's worth poking around in the other AIModels too, if you're bored. There's some useful stuff in there. :)
DarkDragon on 24/9/2005 at 02:52
I have my FM nearly all ready to go but i'm having a problem...One Objective will not check off...it is linked to a Scroll on a Desk..and I want it so that when Garrett reads the note the Objective checks off...i have tried the normal way of doing things (All the TriggerScript and Convorsations) but it doesnt seem to be working. Can anyone help please?
Ziemanskye on 24/9/2005 at 10:03
With a book changing an objective, all you should need is a
"When frobbed by Category Player
Set objective (name) to kGS_Completed"
or whatever the actual things are. If it's not working you might want to check your conversation with the objectives in it is set up right.
DarkDragon on 24/9/2005 at 12:15
The Convo is right, the Trigger script is linked up to change the Objective to KGs_Success which is linked to the paper on the desk. And another Script to tell the Convos to search My map objectives but I still get nothing...there isn't a limit of the amount of TriggerScripts to the Playerstart is there? :erg:
rujuro on 24/9/2005 at 23:29
Question about patrol paths:
I have a hub based patrol setup, basically there is one patrol point in the middle, and 4 change drection points radiating off of this. The problem I'm having is that the AI walks down one path, turns around, comes back to the center and stops, why don't they continue down another one of the branches? Any ideas?
ascottk on 24/9/2005 at 23:33
Quote Posted by DarkDragon
And another Script to tell the Convos to search My map objectives
Care to elaborate on that script?
DarkDragon on 25/9/2005 at 02:10
The Objective in the Convo Window is called objFundingTheCityWatch...a Script is set on the scroll 'Conditions > When I am frobed by player' 'Actions > Set [objFundingTheCityWatch] to [KGS_Success]'...another script is set on the Playerstart called 'TellGarrettAboutTheNote' which consists of 'Conditions > When player starts the map' 'Actions > Queue Convorsation 'MyMapObjectives' to play'.
This is what I have done with all my objectives and they all work...so why not this one? :(
ascottk on 25/9/2005 at 02:15
Quote Posted by DarkDragon
The Objective in the Convo Window is called objFundingTheCityWatch...a Script is set on the scroll 'Conditions > When I am frobed by player' 'Actions > Set [objFundingTheCityWatch] to [KGS_Success]'...another script is set on the Playerstart called 'TellGarrettAboutTheNote' which consists of 'Conditions > When player starts the map' 'Actions > Queue Convorsation 'MyMapObjectives' to play'.
This is what I have done with all my objectives and they all work...so why not this one? :(
This is a long shot but I've had problems of objectives sharing the same file. Look through the conversation browser & act like you're going to edit them. There's the file name of the conversation on the right. If you have objectives sharing a file this is one way to tell. Otherwise check for typos (I've been guilty of that a few times) and make sure the script is pointing to the correct objective.
DarkDragon on 25/9/2005 at 02:48
I looked for typos and didnt find any...The convorsation is not linked to anything else either :(