nomad of the pacific on 7/4/2005 at 06:38
I agree that the wiki seems hard to use. Maybe someone should write a simplified wiki wiki! The instructions there aren't very useful. :(
Dark Arrow on 7/4/2005 at 15:36
I must agree with the wiki thing. Actually I would like to know what a registered user can and can't do there. I don't want to break anything or take a space from a better tutorial.
SneaksieDave on 7/4/2005 at 17:15
Take a look at (
http://www.ttlg.com/forums/showthread.php?t=94729) this thread. (And I called it needless? Ha!) I was having the same "HUH?" syndrome. It's really not too tough, and there's little need to worry about ruining anything, because history is kept for every page, and if anything got REALLY screwed up, an Admin would probably clear it up.
nomad of the pacific on 7/4/2005 at 22:30
Thanks SneaksieDave. Hopefully, I'll be using that soon. :D
scumble on 8/4/2005 at 12:18
Ah, caught off watch again!
I just created a short wiki guide to get people started - [wiki]FleshWorksGuide[/wiki]. As SneaksieDave says, it's not that hard if you take the time to familiarise yourself with the [wiki]FormattingRules[/wiki] and what has already been contributed.
Rantako on 15/4/2005 at 17:15
I've managed to get the arrow to deploy its rope when it hits certain materials - unfortunately, they are the wrong materials.
This can be done by linking the RopeArrow to the RopeArrowLadder using a DeathSpawn link instead of a CollisionSpawn. The problem with this is that the rope is deployed only when the arrow doesn't stick in a material. This means it will deploy when it hits things like stone but not when it hits wood.
I'm beginning to think that the only way to make the arrow work properly would be to modify the materials themselves so that wood is the only thing arrows don't stick in - but that would be messy. If there was some way to invert the properties of the deathspawn link itself...
I've also got help text working - I've added it to the tutorial.
russboyee on 15/4/2005 at 21:22
I ought to say I haven't actually used the editor yet so I may be talking total nonsensical crap - in which case do ignore this/mock my newbieness... but reading through all this and thinking about it, it seems to me that one way of getting the rope to spawn only on contact with wooden surfaces is to have a condition that looks for the arrow to both collide and not be destroyed.
Would it be possible to do this by spawning the rope on collision and having a trigger script that would destroy the rope on arrow death (or alternatively having an intermediate class - a ropeDestroyer or whatever - that was spawned on a deathSpawn link and had a trigger script that destroyed the rope)?
As I say, I am totally stabbing in the dark here on the offchance that something I say might be helpful.
Rythmix on 24/4/2005 at 23:39
what do I do with the *.unr file in this zip? And how do I get the arrow?
I renamed my original gamesys file and replaced it with the new one.. and currently have that unr file in the same folder as the gamesys.
do i need to run this only through the editor?
-EDIT- Answered my own question. But how do I select the rope arrow? I pick it up, but none of the numbers work for it and I thought I set my +- keys to switch weaps but its not working.
New Horizon on 15/6/2005 at 03:23
Just curious if anyone else had tried this. In the actor browser, you can select to view deleted archetypes and then undelete them. There is a rope arrow archetype and it can be undeleted. Not sure if it will work "as is" but the settings could be looked into.
New Horizon on 15/6/2005 at 03:57
I tried adding them to my starting inventory for the INN mission. They show up and can be fired. The proper sound plays...all that jazz. Just a few abnormalities with them. No rope is deployed and they don't seem to remain in my inventory for long...even if I add 20 in the editor. Seems after shooting 1 or 2 and I pick one up...I only have the one I picked up. Probably just a setting that didn't get re-added.
Edit: Figured out what the problem was. Just needed to have a max inventory stack.
This might be a cleaner way to get them ingame. I can honestly see us getting these things working much better if we combine what I've found here with the existing hacks. :)