ProjectX on 23/8/2005 at 08:34
Quote Posted by potterr
Try the restoretodefault.zip in the schism zip file.
cool I'll give it a go
GlasWolf on 23/8/2005 at 18:43
Thanks for the walkthrough ascottk - I can confirm that I'm seeing the same as potterr, even after replaying. Once I've extinguished the fires and visited the room with the three prisoners, the hatch opposite the cave to the Kurshok is frobbable (fire arrow) and the teleporting doors are now passable. However, the other secret door in that room (at the bottom of the stairs) and the one in the next room you mention aren't opened.
I know you've got t3ed problems at the minute, but hopefully you can get it fixed as I'd love to see where we go from here.
ProjectX on 24/8/2005 at 14:16
Quote Posted by ascottk
[SPOILER]
* Cripes! Find the Three Corners? Go away. Well, after you extinguish the fire you can frob the hidden door in the northwest room (1st floor) near the stairs. Not the 2nd floor library where time slows down.
[/SPOILER]
[SPOILER]From one mapper to another: how did you slow down time? I'm trying to get a potion made for my map that slows down time for the player so that he can dodge arrows, it would help if I could speed him up too, but that's proving impossible. The OMs cheated for the speedup spell on Garrett and instead just gave him rejuvenating health :([/SPOILER]
ascottk on 24/8/2005 at 15:24
Quote Posted by ProjectX
[SPOILER]From one mapper to another: how did you slow down time?[/SPOILER]
I was being facetious. There's parts of beta 0.4 that need to be optimized :tsktsk:
ascottk on 24/8/2005 at 16:00
Quote Posted by GlasWolf
Once I've
extinguished the fires and visited the room with the three prisoners, the hatch opposite the cave to the Kurshok is frobbable (fire arrow) and the teleporting doors are now passable. However, the other secret door in that room (at the bottom of the stairs) and the one in the next room you mention aren't opened.I've updated the walkthough. I italicized the updated information. Hopefully it was a walkthrough problem & not a map problem.
ProjectX on 24/8/2005 at 16:01
that's a shame.
In my map there are lots of VERY good archers and big open spaces, Garrett needs good skills to get away and improving reaction times that way seemes a cool method, ah well, I'll just stick with invisibility.
ascottk on 24/8/2005 at 16:13
There is a script to control animation rate. I know it works with AI:
Actions>Properties>Set [AnimationSpeedMulitplier] to [0.50] on linked objects [MYSELF]
or
Actions>Properties>Set [AnimRate] to [0.50] on linked objects [MYSELF]
I think the AnimRate works. the 0.5 value is too slow if I remember right.
ProjectX on 24/8/2005 at 17:16
hmm... that slows people, but not arrows etc. It would probably take a hell of a lot of scripting to make everything slow down. However if this works my speed potion will.
Thanks!
ascottk on 24/8/2005 at 17:28
Quote Posted by ProjectX
It would probably take a hell of a lot of scripting to make everything slow down.
Not if you apply the scripts to the archetypes (if you're willing to alter your gamesys of course). There's one advantage to inheritance. I'm wondering if we don't need to distribute the gamesys with our maps since we're not influencing the OMs just our maps? Should be compiled with the ibt.
ProjectX on 24/8/2005 at 17:58
it is, you have to change the gamesys in D'Spairs mission tutorial for the briefings to work, or something like that,