SubJeff on 31/3/2005 at 21:35
Pics of the badass arrow plz. :)
SneaksieDave on 31/3/2005 at 22:11
Well, this doesn't really show much, but here ya go:
(
http://img55.exs.cx/my.php?loc=img55&image=ropearrow1tb.jpg) pic
On the left is a deployed rope, and the arrow is ready to shoot. I'm thinking it's not a special model, but instead just a bug in the class (the arrow is being doubled up, and not in fact inherently badass). Anyway, it's just one of several bugs to be fixed, so no big deal. :)
Edit: Yeah there's definitely doubling going on in my build. Rantako, are you getting two ropes deployed each time you fire? And double length shafts?
SubJeff on 31/3/2005 at 22:30
ImageShack is rubbish for Thief games - there is a massive white border that negates turning the lights off.
epithumia on 1/4/2005 at 00:50
Not everything you send to thiefmissions.com has to go in the main archive. I have a place for T3 demos.
SneaksieDave on 1/4/2005 at 01:57
Okay, epithumia, I uploaded ropearrow-WIP.zip via FTP access.
Things to know and keep in mind:
- backup your own files! The t3gamesys file goes in System. The script file goes in TriggerScript/Defs (I assume...? I have no idea if that part will even work - if it doesn't, you'll have to use the editor to enter the script yourself - either way, you probably have to enter the editor and compile the scripts anyway) and the UNR file goes in maps.
- there are three arrows over near and under the torch
- use "next weapon" or whatever it's called to cycle to them
- It's very possible that I didn't follow instructions perfectly, so there might even be more defects than in the tutorial
- remember, these are ladders, so they will only let you climb from the left or right side, perpendicular to the angle you shot from (for now at least) - so if you want a rope that's usable, you'll pretty much have to shoot from the side on an angle (do the best you can)
- several ropes (2 or 3) will spawn when it impacts. Hmm...
- thus, when you shoot one arrow, you eventually wind up with at least 2 more
- if you find yourself slowly drifting upward, it's not working right, jump off. It should feel just like you're climbing a ladder, when it works, and you'll easily auto-mantle right up on top of the platform or beams.
- it's just a start, and it's buggy, so let's pitch in and fix it!
That's all I can think of for now. Maybe someone is cooking up a new version as we speak, who knows. :)
ascottk on 1/4/2005 at 04:13
I would suggest adding the force first person script. The ladder animation in third person goes against the immersive experience.
Rantako on 1/4/2005 at 08:21
Wow, 16 replies in one night!
OK, now for the questions:
SneaksieDave - sounds like you're using the INVarrowROPE static mesh (the one with the arrow already on it) for your arrow. You don't want to do that - use the mesh INVarrowSHAFT1A1 like I said (it's the one with no arrowhead). That should sort out the attachment bones. (Also means the arrowshaft is normal length)
Multiple ropes - I only get this when the arrow hits a static mesh (collides more than once maybe?). Try firing it at a flat BSP roof or wall - that should give you one rope.
Drifting upwards into nowhere? I haven't had anything like that.
Force first person - the reason I left this out was because if Garrett climbs through a wall or roof in first person you're pretty much done for. In third person you at least have a chance to get back into the world...
Because the arrow will deploy the rope anywhere, I think they should probably be a lot rarer and a lot more expensive than in T1/2 - with a bit of practice you could use these to get just about anywhere. Also there's the (minor) problem of them not having a hotkey (you have to use 'next weapon' to select them) and not appearing on the inventory screen - perhaps assigning them to a slot like the other arrows would fix this? And does anyone have any ideas for the materials thing, so it'll only deploy in wood?
Now for the real challenge - swimmable water... :cheeky:
Jadon on 1/4/2005 at 11:06
Will the property MaterialArch-> bObjectsStickIn help with the attaches anywhere thing?
dracflamloc on 1/4/2005 at 12:47
Ahahahahahahahhaha! Finally a "FM" that uses a custom gamesys!
Now I can get FleshLoader going fullscale!