.sch files, DifficultyInfo thoughts, running an FM. - by d'Spair
Mandrake on 1/3/2005 at 22:06
Quote Posted by d'Spair
On inventory:
David's tutorial won't help, if we launch our map via the "New Game" button. Anyway, read his tut first to get some info.
Done? Now you have to know this:
We have to add inventory items not to LevelInfo, but to Properties > EnterMissionInfo > EnterMissionDefaultInventory of the EnterMissionInfo actor in the Entry map. There are already 10 water arrows, a blackjack and a dagger. You may left them where they are, or you may delete them, or may modify the number of water arrows, add new arrows and things etc.
How did you figure out the EnterMisionInfo actor ? I just had a look at some of the OM's including Castle1 and Inn, and none of the ones I've looked at have a EnterMissionInfo actor at all.
They also don't have Default Inventory applied to Level Properties->LevelInfo either, so how do the original missions give starting inventory to garrett ??
I'm guessing that some initial inventory is given to garrett on the Inn training mission (you start with a blackjack) using triggerscripts, and the OM's rely on inventory passing from one mission to another and give new inventory at the appropriate times using trigger scripts ? (Like a script on Castle1 that gives the bow etc etc)
d'Spair on 1/3/2005 at 23:07
Quote:
How did you figure out the EnterMisionInfo actor ? I just had a look at some of the OM's including Castle1 and Inn, and none of the ones I've looked at have a EnterMissionInfo actor at all.
Yes, they are there, just look carefully or try the Search function.
The question about inventory in OMs is quite difficult, to be honest. I'm sure that the DefualtInventory set to EnterMissionInfo actor in Entry map carries forward to the first mission (Inn in the original game, or a custom FM in our case), but I haven't checked how this works with other OMs and\or city sections.
d'Spair on 2/3/2005 at 00:16
I have realized that the Grand Tutorial is going to be quite big, actually... Right now I gotta go to sleep, and I will continue my work tomorrow. Around 30% of the text is already written, I think I will finish the work by tomorrow evening...
Ricebug on 2/3/2005 at 03:20
Make sure you do a NEW POST when you get that tute written. You've been a big help d'Spair.
Ricebug
d'Spair on 2/3/2005 at 12:52
Quote Posted by Ricebug
Make sure you do a NEW POST when you get that tute written. You've been a big help d'Spair.
Ricebug
I think I'll start a new thread, actually... This one is too dirty already.
Ricebug on 2/3/2005 at 16:15
Well, having following d'Spair's instructions step-by-step, I finally got my test level to load. However, I can't see anything! It's totally dark. (Yes, it's compiled, exported, lit, etc.)
I've used every DooM, Quake, Unreal, and other editor made, and this is the most frustration I've ever experienced.
Ricebug
d'Spair on 2/3/2005 at 16:53
Quote Posted by Ricebug
Well, having following d'Spair's instructions step-by-step, I finally got my test level to load. However, I can't see anything! It's totally dark. (Yes, it's compiled, exported, lit, etc.)
Oh Dear... Can't even imagine what's the reason for that... Make sure you have set the properties for all actors in the Entry map correct. Maybe it's Entry map loading, and not your mission?.. Entry map is totally dark, as far as I know.