Problem with Keeper Assassins... - by Henri The Hammer
Henri The Hammer on 31/1/2006 at 04:16
Whenever I try to make Keeper Assassin it shows in the editor, but doesn't show when I test the level! :confused:
Does someone know how they can be made visible?
scumble on 31/1/2006 at 07:54
You'll have to explain the problem a bit better than that. I'm assuming that you simply can't test a level, but unless we know exactly what happened the problem is difficult to solve. Usually this has something to do with any firewall settings you might have, as T3Ed tries to communicate on the network on a specific port.
Also, I suppose you got round your (
http://www.ttlg.com/forums/showthread.php?t=103576) other problem. For future reference, please do not post questions like this in the main forum, use (
http://www.ttlg.com/forums/showthread.php?t=94633) this thread, as it keeps things tidier.
Krypt on 31/1/2006 at 08:55
They don't show up in your maps due to scripts placed on the archetypes that made them stay hidden until the appropriate times in the original game. To make them show up, make the following changes to the properties on the Keeper assassin you placed in your map (or on the archetype in gamesys if you want them to always show up):
Delete the property LoadFilter>ObjectLoadFilter
Delete all the scripts under Scripts>Triggerscripts
Set Scripts>bEnableScriptInherit to false
That should do it, I think.
Henri The Hammer on 31/1/2006 at 13:33
Ok, I keep that in mind. ;)
Quote Posted by Krypt
That should do it, I think.
Thanks, I'll try that. :thumb:
Henri The Hammer on 12/2/2006 at 10:39
Ok, one little question again. I know things like this belong to newbie questions section, but since there's already thread about assassins...
Quote Posted by Krypt
Delete the property LoadFilter>ObjectLoadFilter
That's not necessary, just check kLoadFilter_0 and uncheck everything else.
Quote Posted by Krypt
Delete all the scripts under Scripts>Triggerscripts
It works if you just delete 2 first (hide and unhide)
Quote Posted by Krypt
Set Scripts>bEnableScriptInherit to false
It's already set to false.
Ok after doing this they showed up.
But the problem is, when they are blackjacked or killed they can't be picked up!
I tried editing their highlight distance (was 0) but then Garrett could pick 'em up when they were still alive! (with of course, curious effects) :eek:
Would someone know how to correct this?
Krypt on 12/2/2006 at 21:37
There is a script under the AI folder called SetBodyCarrying. Put that on him and he should turn highlightable only after he's dead or KOed. Look at the scripts on T3AIPawnHumanCombat and make sure there aren't any other ones you'd want to put on there, as they were all removed when you turned off script inherit.