Bumbleson on 21/6/2005 at 15:25
I may have missed something when re-reading the thread yesterday, but can somebody tell me how to make a rope arrow actually appear in the inventory? I linked the arrowhead with HUDRender and all (copied the broadhead settings), but it doesn't show up in the game (added it to the inventory in level props of course). Which inventory slot should I use, if any?
I used the deleted rope arrow and the deleted rope arrowhead and I linked the arrow to Rope5FT with a RopeArrowSpawn link.
It didn't work (because the arrow wasn't there), but it didn't crash the game/editor either. Another thing I'd like to know: what can I enter as the unfurl anim in the link data? I couldn't find a rope animation anywhere. Is there one? Where?
New Horizon on 21/6/2005 at 17:00
Quote Posted by Bumbleson
I may have missed something when re-reading the thread yesterday, but can somebody tell me how to make a rope arrow actually appear in the inventory? I linked the arrowhead with HUDRender and all (copied the broadhead settings), but it doesn't show up in the game (added it to the inventory in level props of course). Which inventory slot should I use, if any?
I used the deleted rope arrow and the deleted rope arrowhead and I linked the arrow to Rope5FT with a RopeArrowSpawn link.
It didn't work (because the arrow wasn't there), but it didn't crash the game/editor either. Another thing I'd like to know: what can I enter as the unfurl anim in the link data? I couldn't find a rope animation anywhere. Is there one? Where?
I used inventory slot number 9. That's natively the rope arrow slot and it's not used, likely since it was once occupied by rope arrows. I would like to know if the unfurl animation is in there somewhere as well. Lets hope.
As for the problems you're having...not sure what you might have missed. Hmmm.
SubJeff on 21/6/2005 at 17:23
I haven't been keeping tabs on this of late. Just how functional are the rope arrows?
New Horizon on 21/6/2005 at 17:45
Quote Posted by Subjective Effect
I haven't been keeping tabs on this of late. Just how functional are the rope arrows?
Not very...yet. LOL
There have been various forms of them working. Currently we tried it with a triggerscript to avoid the multiple rope spawning, but that causes the rope to spawn at whatever angle the arrow hits, thus rendering it unclimbable. The arrow will appear in your inventory and all that jazz. Just a few things we need to iron out. We might see working rope arrows someday...
New Horizon on 21/6/2005 at 23:05
How to enable Rope Arrows V.2Quote:
I found out rather by accident, that we could undelete the rope arrow archetype that had existed in the editor at one point. There is still much work to do but with the help of rantanko and everyone else who has contributed, I wouldn't be surprised if we saw usable rope arrows ingame sometime this year.
Step: 1
Open the Actor Classes browser.
- click view / show deleted archetypes
Step: 2
In the Actor Browser:
- click Meta Data / UI and scroll down until you see "Rope Arrowhead".
Right click and undelete it.
- scroll down to World Object/ Inventory Object/ Power Up/ and you will see "RopeArrow".
Right click and undelete it.
Everything from creating the rope down is the same....except that you no longer have to create a new triggerscript, that is already taken care of in the undeleted archetypes.
I'll merge the rest of the original tutorial in later.
New Horizon on 22/6/2005 at 13:13
Been experimenting with the rope arrow spawn. When I shoot the arrow off into the distance, it doesn't crash the editor but when I fire it into a nearby object, the editor crashes. Not sure what the following log means but here are the errors it is producing.
Quote:
WARNING: Somehow we tried to update location of child 'RopeArrow__1' but there is no parent link [ 85817] (.\RigidAttachmentManager.cpp : 1044)
Spawned 'RopeArrowhead__4' (0x79d83300) in 'Inn' [ 92103] (.\UnLevAct.cpp : 261)
Spawned 'RopeArrow__2' (0x79d83000) in 'Inn' [ 92105] (.\UnLevAct.cpp : 261)
WARNING: Somehow we tried to update location of child 'RopeArrow__2' but there is no parent link [ 95035] (.\RigidAttachmentManager.cpp : 1044)
Called PlayLIPSincAnim for sound [g4_rsur1] on actor [CityWatchGuard_GNormal_09__0], result [success] [ 96591] (.\Src\SoundBuffer.cpp : 584)
Called PlayLIPSincAnim for sound [g4_rini1] on actor [CityWatchGuard_GNormal_09__0], result [success] [ 98129] (.\Src\SoundBuffer.cpp : 584)
Spawned 'RopeArrowhead__5' (0x79d830c0) in 'Inn' [ 98246] (.\UnLevAct.cpp : 261)
Spawned 'RopeArrow__3' (0x78340600) in 'Inn' [ 98249] (.\UnLevAct.cpp : 261)
WARNING: Somehow we tried to update location of child 'RopeArrow__3' but there is no parent link [ 101816] (.\RigidAttachmentManager.cpp : 1044)
Spawned 'Ladder4FT__0' (0x79d82c40) in 'Inn' [ 102651] (.\UnLevAct.cpp : 261)
Log : Viewport WindowsViewport__0: WM_DisplayChange
The area in bold is where the game crashes. Seems that making the arrow spawn anything with this ropearrow spawn link is deadly.
Ziemanskye on 22/6/2005 at 15:32
Total stab in the dark this, but maybe you need to set the archetype to have Garrett as the parent - so the rope coils out from where he is currently while the arrow is in flight.
New Horizon on 22/6/2005 at 16:01
Quote Posted by Ziemanskye
Total stab in the dark this, but maybe you need to set the archetype to have Garrett as the parent - so the rope coils out from where he is currently while the arrow is in flight.
Doesn't seem to give us that option. It might just be unfinished coding that causes the crash, perhaps this part of the engine was abandoned. Can't say for sure...but it sure is a pain in the ass to be so close.
ascottk on 21/9/2005 at 05:57
Could anyone make a rope skeletal mesh? The GARrope.psa is the animation but there is no psk file to go with it. Maybe with the skeletal mesh we could have the RopeArrowSpawn link working.
The psa file has 21 bones with a 66 frame animation according to MilkShape & the animation looks pretty cool.
New Horizon on 21/9/2005 at 13:09
Quote Posted by ascottk
Could anyone make a rope skeletal mesh? The GARrope.psa is the animation but there is no psk file to go with it. Maybe with the skeletal mesh we could have the RopeArrowSpawn link working.
The psa file has 21 bones with a 66 frame animation according to MilkShape & the animation looks pretty cool.
Hmmm, interesting. :) Still need some help with the (
http://ttlg.com/forums/showthread.php?t=100289) Lockpicking too.