Please ask your basic (newbie) questions in here. - by scumble
Tithian on 19/4/2006 at 17:33
How can I prevent loot from being frobable through closed chests?
Abru on 19/4/2006 at 18:01
:thumb:
(
http://www.ttlg.com/wiki/wikka.php?wakka=LootContainers)
Quote:
However, there is one important note: if you leave the loot with default properties, the player will easily be able to frob the valuables right through the closed/locked lid. To prevent this, set each piece of loot's Frob->FrobBias property to a value of 0. That way, the lid has a far higher bias to be frobbed, and the loot is ingored until the lid is open. Seems to be done that way in the OM's, and it seems to work!
nomad of the pacific on 19/4/2006 at 19:00
I did it by setting bOutOfWorld (or whatever it is) to True on the loot and changed it back to False when the container was unlocked. (I prefer adjusting Toggles as opposed to Values.)
Novice on 20/4/2006 at 12:15
Just a quick question about difficulty objectives and the entry.unr, I followed D'spairs mission tutorial but even though I have placed my own difficaulty actor in the entry map and linked it to the enter mission info it always shows the difficulty for the Inn, Do i need to change something in the enter mission info as well?
Molkehii on 20/5/2006 at 22:01
Hello - Absolute FM newbie here :) Didn;t know if anyone might have an idea what this issue might be - I have installed DS in a directory named thief3 and the t3ed form Jan. 2005 in Thief3Edit and followed all the other tips in the tutorial for setup including an install of Thief3Launcher. Strictly following the tutorial (KomagTutt3) I create a brush as directed but when I select the Subtract tool nothing happens?!?! I do not see the "bubbly" walls as expected - it just remains a red wire frame. I have followed the directions verbatim and figure if I can't dig a hole I'm already in one ;P. Is there perhaps a step missing or have I wandered into inexplicable weirdness land - or mayhaps I do not have the mental acuity to be successful at such an endeavor... any help appreciated.:confused:
nomad of the pacific on 20/5/2006 at 23:26
Move the red builder brush and you should see a yellow box where it used to be. If you do, the Subtract action worked. Then Build All. Remember, you must be inside the brush to see it.
Molkehii on 20/5/2006 at 23:40
Quote Posted by nomad of the pacific
Move the red builder brush and you should see a yellow box where it used to be. If you do, the Subtract action worked. Then Build All. Remember, you must be inside the brush to see it.
Thank you :cheeky: - if I move it I do see the yellow wire frame box and when I do a Build All it processes but I still just see a yellow wire frame - even if I move my 3d view to an area within it all I see is the yellow frame (transparent 'walls') - the tutorial shows an isometric view from outside with an opaque "bubbly" texture on the walls - should this be cause for concern in your opinion?
Ziemanskye on 20/5/2006 at 23:42
There's a row of buttons above the perspective viewport - which one(s) are highlit?
Molkehii on 20/5/2006 at 23:47
if I'm understanding correctly the only two hi-lighted are Hide Actors During Pan and Perspective (Alt+1)... if I go to the next step and add a light I see a brown wall when I'm in the room but the Texture Browser wont launch (clicking the button does nothing) so maybe there is something wrong... thanks for your help.
nomad of the pacific on 21/5/2006 at 01:31
If you see brown walls, you're doing okay. That's what the bubbly default texture looks like with light when the Toggle Flesh Render button (green button with ION text) is on.
As for the Texture Browser, it shares the same window with the Actor Class Browser. Just click the Texture tab. You might want to import a MatLib or two. It's under the File menu.