Please ask your basic (newbie) questions in here. - by scumble
STiFU on 10/12/2005 at 11:10
Oh i didnt know that. Actually i havent come that far with my FM. But just renaming the folder should work, shouldnt it?
Crispy on 10/12/2005 at 12:48
Yeah, it should work without too many issues. I think.
azrarhn on 10/12/2005 at 20:38
Ooh well, I'll guess I just have to stick with dromeding. I hope that one still works.
Thanks for the help :thumb:
GlasWolf on 10/12/2005 at 21:13
Quote Posted by azrarhn
Localization: No localization: T3.General.Start (int)
Log: True Map Name :
Warning: Failed to load 'Level None.MyLevel': Failed to find object 'Level None.MyLevel'
Log: Viewport WindowsViewport__0: WM_DisplayChange
>
I've just had a look at this and it appears that for some reason your autoplay.unr and autoplay.gmp aren't being created, or aren't being created in the correct place. Have a look in your editor install folder\content\maps and see if those two files are present. Maybe they're being created in your main T3 folder instead (do you have two install folders?). Do you have suitable permissions to those folders?
I'd recommend going through (
http://www.shadowdarkkeep.com/) Komag's tutorial just to make sure everything's set up properly.
GlasWolf on 11/12/2005 at 02:26
Erk, double post. :o
I'm messing around with trigger scripts, and have made a script that changes the physics property of an actor. I've added in an action to switch on a light at the same time so I know the script is firing, but the physics don't change. Is it not possible to change physics stuff that way?
ascottk on 11/12/2005 at 04:16
Quote Posted by GlasWolf
Erk, double post. :o
I'm messing around with trigger scripts, and have made a script that changes the physics property of an actor. I've added in an action to switch on a light at the same time so I know the script is firing, but the physics don't change. Is it not possible to change physics stuff that way?
I would guess it would depend on the property itself. I've had very little success aside from enabling it or disabling physics.
STiFU on 13/12/2005 at 17:59
I didnt manage to change physics too. But if you want to activate physics you can just add two of your objects, one with physics enabled, but boutofworld set to true and the other one vice versa. The script would only toggle boutofworld on both objects.
But i have a question too. Does anyone know about the Physsoundtags? I want to make a metal crate and change its sound too. It seems like that cannot be done by the materialcategory/override. I tried to add words like metal as a physsoundtag and the sound changed to "nothing". :) A list of available soundtags would be great. Or does someone know anotherway? Or perhaps i am on the totally wrong way and someone would need to point me into the right direction :)
Ziemanskye on 13/12/2005 at 18:18
Isn't that just controlled by the materials?
Like if you bash a metal textured object against a wood one it sorts it out for itself?
GlasWolf on 13/12/2005 at 19:10
Quote Posted by STiFU
I didnt manage to change physics too. But if you want to activate physics you can just add two of your objects, one with physics enabled, but boutofworld set to true and the other one vice versa. The script would only toggle boutofworld on both objects.
Great minds think alike, STiFU. :) Unfortunately, when I place them in the same position (they're hanging lamps) the visible one leans against the boutofworld one as if the collision hull is still present even though the mesh isn't. I tried teleporting one in but it just falls to the floor when I trigger the script. Hmm...
STiFU on 13/12/2005 at 21:39
So what exactly do you want to do glaswolf?
Quote:
Isn't that just controlled by the materials?
Like if you bash a metal textured object against a wood one it sorts it out for itself?
It affects the stepsound but doesn't that one which sounds when the crate hits a wall... Perhaps there are no sound files for that... i dont know.