Please ask your basic (newbie) questions in here. - by scumble
joebarnin on 26/2/2006 at 06:07
I'm pretty sure I've seen posts on this problem before, but I can't find anything about it now. I've working on a mission, and I just put my first guard into it. But when Garrett walks up to him, the Guard is scared of Garrett instead of attacking him. If I load an old mission I wrote, same behavior -- guards that should be attacking are instead running away. Even with OMs, same thing. No matter what mission, when I run it from the T3Ed, the guards are scared. So it's some global setting or something?
Thanks.
Crispy on 26/2/2006 at 10:19
AIs get frightened when they are threatened and don't have a weapon. Not having a weapon is caused by the blockloading settings mentioned in (
http://www.ttlg.com/wiki/wikka.php?wakka=GeneratingIbtFiles). You need to remove the line WriteResourceBlockFiles=True from user.ini, otherwise the guards' Weapon Loadout won't get loaded. And if that happens, you get cowardly guards. :)
bukary on 26/2/2006 at 10:43
I'd like to edit existing mesh skin. It's called "default" in mesh properties window. Is there a way to find out which skin (DDS file) it is in the textures folder?
STiFU on 26/2/2006 at 12:59
Hmn I don't think there is... I only know that if you add a smesh to an empty map, save it, restart t3ed and reload the map you do only have the smesh's materials in the material browser. But this procedure is much too long... :) The best thing is probably to search by eye for the correct texture which should be that hard if you know the textures a bit...
Ziemanskye on 26/2/2006 at 15:40
And if you post us a picture, we might be able to help :)
GlasWolf on 26/2/2006 at 17:08
Quote Posted by bukary
I'd like to edit existing mesh skin. It's called "default" in mesh properties window. Is there a way to find out which skin (DDS file) it is in the textures folder?
If you look at the smesh in the smesh browser, right click on the skin name and choose
Calculate Material you can see the name of the textures used.
joebarnin on 26/2/2006 at 20:12
Quote Posted by Crispy
AIs get frightened when they are threatened and don't have a weapon. Not having a weapon is caused by the blockloading settings mentioned in (
http://www.ttlg.com/wiki/wikka.php?wakka=GeneratingIbtFiles). You need to remove the line WriteResourceBlockFiles=True from user.ini, otherwise the guards' Weapon Loadout won't get loaded. And if that happens, you get cowardly guards. :)
Thanks Crispy, that was the issue. For some reason, I have to explicitly put LoadFromResourceBlockFiles=False
WriteResourceBlockFiles=False
to get things to work, rather than just commenting out the =True versions.
STiFU on 27/2/2006 at 13:47
Quote Posted by Glaswolf
If you look at the smesh in the smesh browser, right click on the skin name and choose Calculate Material you can see the name of the textures used.
Hehe nice Glaswolf. We can always still learn something more... ;) I didn't know about that method until now. Good to know!!
Tithian on 28/2/2006 at 18:08
Ok, I'm still new to the editor and is currently working my way through the tutorial. So far everything have worked fine but I'm now learning how to create AI's and patrol routes.
I've followed the instructions and have connected the patrol points. After doing so I am supposed to see a red line between the points and a light blue line that shows the route the AI is going to walk. The problem is that I cannot see the blue line. What's wrong!?
Also, when I've made an AI and try to play the map, he's always stuck with his feets in the floor no mather how far up in the air I put him in the editor. Seriously, what's wrong!?!
GlasWolf on 28/2/2006 at 20:18
Not something I've encountered, but I'd check the navmesh first to see if it looks ok. There are instructions in the tutorial on how to make the navmesh visible in the 3d view.