Please ask your basic (newbie) questions in here. - by scumble
STiFU on 19/11/2005 at 09:42
Ok thanks... ill try that!
Rantako on 19/11/2005 at 14:06
I notice your arch looks quite similar to one of the original smeshes (ManArch something, I think) which has exactly the same problem - maybe Max just doesn't like that sort of shaped meshes.
STiFU on 19/11/2005 at 16:20
I got it running with the method ascottk just pointed out. And i managed to texture it aswell, which was partly very hard. But it works now! :)
alien on 20/11/2005 at 12:22
Defender of the Crown - I've searched through the whole forum, but haven't found any clues on what Garret is left to do after the Crown is Stolen... The objectives just don't show except for those of loot and special object find options... They are numbered, though, and whenever I complete an Object, one of the empty numbers marks as fulfilled. But I don't see the script and so it makes it difficult to figure out what are the options left. No I have stolen the crown, and there are still two objects left - last and second ones. I figured that the last one is escape. It must be. And what is the second one???
Actually, it's the same with all FMs:erg: I just don't see my objectives though successfully passin them... Don't think it's supposed to be that way... So I need help, if not on script scheme then at least on the Defender of the Crown second objective...
GlasWolf on 20/11/2005 at 15:49
Alien: you want to be in the fan mission forum rather than the editors guild. Nevertheless, missing objectives are usually caused by having the wrong T3Main.exe version. Try downloading and installing the all-in-one version of Garrettloader from the (
http://www.potterdevelopments.org.uk/fm/downloads.pl) GL site.
In other news, has anyone seen my gridsnap? I had it yesterday, I changed the grid size down to 1 to place a smesh, put it back to 8 and now nothing will snap. I've tried the "always snap" option, the right-click menu and using the vertex tool on the nodes but nothing works. I'm completely stuck without it, so any advice gratefully received.
Komag on 20/11/2005 at 16:15
Yes, it's most likely the T3Main.exe problem, just download the right one and replace yours with it.
Also, if you really wanted to, you could open the zip and take a look at Content\T3\Conversations\defend.con using notepad - it's messy but you CAN read the objectives there. Same for all FMs, that .con file has them
GlasWolf on 20/11/2005 at 20:49
Quote Posted by GlasWolf
In other news, has anyone seen my gridsnap?
It was hiding under the "Toggle drag grid" button. I'm an idiot. :nono:
alien on 21/11/2005 at 15:27
Quote Posted by Komag
Yes, it's most likely the T3Main.exe problem, just download the right one and replace yours with it.
Also, if you really wanted to, you could open the zip and take a look at Content\T3\Conversations\defend.con using notepad - it's messy but you CAN read the objectives there. Same for all FMs, that .con file has them
The idea came to me together with the reading of your advise :o Amazing how slow you become after work:erm:
veledan on 22/11/2005 at 22:25
Hi all. This is my first attempt ever to use any game editor and I'm rather new to these forums too, so forgive me if my question has been answered lots already! I *did* read half the wiki and do a few searches before asking :confused:
I was struggling with scripting problems last night for quite a while. I did solve my problem in the end, but I never worked out why it was that my 800th or whatever attempt worked while the previous ones failed. I'm hoping someone can give me a pointer so it doesn't take me so long next time (and I'd like to know anyway!). Please forgive the imprecise triggerscript wordings -- I don't have the editor available at this computer
My first big room for Komag's C7 requires a few inanimate objects to move back and forth along straight lines without turning, on the command of a script. I got the needed movement beautifully by subclassing my actors from WindowMetalDoorSliding, giving them a new mesh from the static browser, deleting or replacing their sound scripts, and playing with their SlidingAttachment link settings. The problem came when I tried to operate more than one 'door' at time intervals from the same script.
WindowMetalDoorSlidings inherit scripts that have them open or close when they receive a propagated message Frob. Specifically, they have a script that receives that message and toggles property bIsLocked, and a further pair of scripts one of which fires when bIsLocked changes to either value; these latter scripts actually open and close the door.
I found I could operate the doors fine sending message Frob but I couldn't make two of them move one a set delay after the other with any combination that involved both 'Progagate message blah to second doorthing' and 'Set bIsLocked to False on Myself' type commands in a single script. Significantly it did work if I split that script in two, and had two 'Propagate message' scripts each of which fired a separate script which changed the boolean!
In most combinations, any script which went something like:
* When I detect propagated message 'foo' on Myself
* Change bIsLocked to [bool] on Myself
* Wait 1.5 secs of game time
* Propagate message 'foo' to [otherDoorThing]
* Reset script conditions and actions
Would result in the second 'door' moving after the prescribed delay but the first doorThing (the one with the script attached) would not move. I know the script is firing alright, therefore, but for some reason changing the bool did not fire the other script that waits for the boolchange ('On the event that property [bIsLocked] is [bool] on [myself]') if the script that changed it also had a 'Propagate' command.
I got it all working as intended eventually by setting a flag to stop the actors inheriting scripts at all, and substituting a script which used the 'Open any doors at the end of [linkflavor]' command directly, and so avoiding use of scripts watching booleans altogether in the 'door' opening / closing procedure. I've achieved a toggle by setting a new bool whenever a 'door' opens or closes, and having a pair of scripts only one of which fires for each value. The flag gets set after 1 second after the script fires because otherwise the first of the scripts to be tested can re-set the flag before the conditions have been assessed for the second script (so both fire). But I intend to use a lot more scripts and I could do without having that much trouble each time I write one!
Anyway, I've waffled on far too long. Has anyone got any pointers or links to threads I might have missed that would be useful for me? I'm a programmer by inclination, not a graphic or game desinger, so I guess my FMs will naturally tend towards the script-heavy.
Cheers all
Veledan
Bardic on 22/11/2005 at 23:17
Did you have triggerscript links from the button or volume to the first object, and a triggerscript link from the first to the second object?
I don't know that there would be any problems with that, but I'm not sure.