Rantako on 1/4/2005 at 17:15
Jadon - I don't think that will help, it seems to be a property for the material itself, as it can only be set to True or False.
rujuro on 1/4/2005 at 17:25
Do we know which material types that value is true for? Maybe it's only true for wood and the like, in which case that property being true could be a condition for spawning the rope arrow? Maybe not, just a thought.
SneaksieDave on 1/4/2005 at 18:21
Rantako:
Turns out it wasn't the shaft that was the problem - for the Arrowhead, I was using INVarrowROPE (Default) instead of INVarrowheadROPE (Default). Downloaders take note!
Regarding multiple ropes - yep that makes sense. When I fire it into the dock mesh, I get three, presumably because it passes through two planks. Hrm, that's a definite problem. Probably fixable though.
Regarding drifting upward - you don't get that if you try to approach from the side? I get a slow diagonal (and automatic - I don't even have to press forward) crawl that goes up about 5 feet or so, and then I fall. In fact, it happens about five times to every one time it works "correctly" for me locally.
It is definitely essential that we get this sticking only in wood - and that should be possible. Broadheads behave as such...
Rantako on 1/4/2005 at 18:34
SneaksieDave, I downloaded your demo, and here's where you went wrong:
RopeArrowhead - you gave it the property Render -> ObjectMesh: INVarrowROPE. It should have been Render -> ObjectMesh: INVarrow
headROPE. This will sort out the double length shaft problem.
You forgot to put the < and > around the Inventory -> HelpText and Inventory -> InvName properties on both the RopeArrow and the RopeArrowhead - that's why it says 'string=t_RopeArrow' in the inventory when you pick it up, rather than 'Rope Arrow'.
Quote:
Something might be wrong with the following attachment (or maybe it's just my run through of the tutorial):
Attachment -> m_attachmentBone: hp_arrowshaft
I don't get that option. The only options I get are: CENTER, Collision, RopeAttach. (obviously I chose RopeAttach)
This is really odd. The options I get for this property are: CENTER, Collision, and hp_arrowshaft. Even when using your gamesys, where it clearly says 'm_attachmentBone: RopeAttach' I don't get that option when I click on the button - just CENTER, Collision, and hp_arrowshaft. The only reason I can think of would be possibly different versions of the game - US and UK versions maybe?
Rantako on 1/4/2005 at 18:38
Oops, just noticed your post about the Arrowhead...
By the way, how do you upload files to thiefmissions.com? I'll put my gamesys on so you can check the properties, and that really weird attachment bone thing.
Rantako on 1/4/2005 at 19:52
I've uploaded a file with a demo map and my gamesys - don't know how long it'll take to come online though. Also, could you check to see if you still have the 'drifting upwards' bug - if you do, then it's not gamesys related.
The file's called RopeArrowRantako1.zip, should be in the T3 demos section.
You'll need to give your trigger script to the RopeArrowLadder
Rantako on 2/4/2005 at 09:49
Any chance of the tutorial being put in the wiki?
nomad of the pacific on 2/4/2005 at 10:18
This tutorial would be a great addition to the Wiki! If the draft you put in at the beginning of the thread is the final version, it should be added. If not, make your changes and submit it. I hope you have better luck with the instructions than I did, but my (very minor) tut made it there. I think scumble must have helped out with my poor attempt. :erg:
By the way, I've already implimented you rope arrow and think it's great! :D I just hope we can limit it's use a little. If nothing else, maybe we can make it not stick in climbable surfaces or static meshes. That would at least limit it a little and FM devs can decide to include either climbing gloves or rope arrows in their missions.
Great job! :thumb:
Rantako on 2/4/2005 at 11:06
*Registers at wiki, looks at formatting page and almost faints in shock, yelling 'Information Overload'!*
I really have no idea how to work the wiki.