Unna Oertdottir on 13/7/2019 at 16:09
There's another bug in the S&R teleportation system
This is what I wanted
Code:
+Receptron 399 "PingStim"
{
Min 3
Max 7
Target xxx
Agent 0
Effect "move_obj"
{
"Position" 120.98, -140.97, 14.50
"Heading" 0
"Pitch" 4000
"Bank" 0
}
}
This is what I get after setting game mode backup 0
Code:
+Receptron 399 "PingStim"
{
Min 3
Max 7
Target xxx
Agent 0
Effect "move_obj"
{
"Position" 120.98, -140.97, 14.50
"Heading" 0
"Pitch" 1c71
"Bank" 0
}
}
"Pitch" is very different. But also Heading and Bank are messed up if any other number than 0 is applied.
voodoo47 on 13/7/2019 at 18:11
my first question would be - are you getting the same behavior when you assign the props in the editor, save and test with the game exe? basically, the first thing to figure out is whether this is a dml issue, or a problem with the setup itself. if hard editing the mission/gamesys works, but doing the same via dml doesn't, then it's something in the dml system.
Unna Oertdottir on 13/7/2019 at 18:53
I didn't think of this. Good hint. Yes, the bug is also there if I save the mission and reload. The receptron still has "Pitch" 4000, but the teleported object has "Pitch" 1c71
voodoo47 on 13/7/2019 at 20:58
that would point at the s/r system - either a bug, or a feature, meaning "that's just how Dark rolls". either way, it's not likely this can be fixed at the user's end, so if this is stopping you, you will have to find another way of doing what you want.
btw, I always start with a working editor setup, and only convert it to dml once I'm satisfied with how it works. this is less prone to issues.
voodoo47 on 17/7/2019 at 09:26
about that weird receptron pitch thing - the value type may not be correct, maybe try regular degrees and see whether you'll get proper results.
Unna Oertdottir on 17/7/2019 at 09:57
I already figured out that I need to calculate from 65536 and 1c71 in decimal numbers is 7281 (I get pitch 3999 then). But simple degrees is much better, of course. Thanks for the note.
Unna Oertdottir on 14/9/2019 at 22:19
I need to apply the human archetype (-14) in a dml (no kill objective)
It's supposed to look like this
Code:
+ObjProp xxx "TrapQVar"
{
"" =-14:goal_target_n
}
doesn't work
I tried this
Code:
+ObjProp xxx "TrapQVar"
{
"" -14:goal_target_n
}
dml will be applied. The quest data look like this in DromEd:
DromEd must be joking
so I tried this
Code:
+ObjProp xxx "TrapQVar"
{
"" -7:goal_target_n
}
and get this:
and it's working, to my surprise. A dml bug?
Next step is to apply bystander -1325
-662.5 doesn't work, of course :weird:
Unna Oertdottir on 20/9/2019 at 15:47
Found a glitch (?) in the dml system.
This won't work. Note position has negative z offset number. This is working with as mission dml, but not as a gamesys dml. In the gamesys dml, the offset has to be a positive number, then it will work. I set it as a metaproperty in the gamesys.
It's working with offset in the gamesys (without dml).
Code:
CreateArch -xx "Something"
+Receptron "Something1" "EarthStim"{
Min 3
Max 7
Target Me
Agent Source
Effect "create_obj"
{
"Position" 0.00, 0.10, -1.0
"Heading" 0.00
"Pitch" 0.00
"Bank" 0.00
}
}
voodoo47 on 20/9/2019 at 16:26
the first thing I'd try is to see whether the setup works properly if hard-applied to the gamesys. does it?