d'Spair on 1/3/2005 at 21:06
Quote Posted by sk2k
Now i fiddling around with the restrictions like MaxDetected,MaxKill, etc.
I added the TriggerScript 'MaxDetected0' to the DifficultyInfo actor and changed the DifficultyInfoExpertDiffSetting property MaxDetected to 0. But nothing happens and maybe there is another setting that needs to be changed.
I haven't tried to modify those myself, but I think that you shouldn't add any scripts, they all are already onto DifficultyInfo actor (if you haven't deleted them before!). All you have to do is probably to change something in Difficulty level settings in this actor...
sk2k on 2/3/2005 at 07:50
Got it! :)
You add a triggerscript to PlayerStart.
Edit: Or you can add this TriggerScript to DifficulyInfo actor. It makes no difference as far i can see.
CONDITIONS
Player->When player starts map
ACTIONS
GlobalVariables->Set [GlobalInt] to [Int]
Set [dif_maxdetect] to [0]
When you play the map you have the "Do not get caught at all" under restrictions. If a guard sees you the mission will fail.
You have this restriction on all difficulty modes. Maybe i can find a way to add that only to Expert or Hard mode.
If you set dif_maxdetect to 1 and you get caught a second time the mission will fail. You can set the value also to other numbers.
I think the same rules also aplies to things like dif_maxkill, dif_maxblackjack, etc.
MfG
Petronius
P.S.: My English is terrible. ;)
sk2k on 2/3/2005 at 10:11
If you want a restriction only in hard and expert mode you can use the following script.
CONDITION
Player->When Player starts map
GlobalVariables->Query if [GlobalInt] is [Relation][Int]
Query if [dif_currdifficulty] is [GreaterThanEqualTo][2]
ACTIONS
GlobalVariables->Set [GlobalInt] to [Int]
Set [dif_maxdetect] to [0]
If you want the restriction only on a certain mode you can use
[Equal To] [Int]
Int stands for a number between 0 and 3.
0 = easy difficulty
1 = normal difficulty
2 = hard difficulty
3 = expert difficulty
I hope that helps.
MfG
Petronius
d'Spair on 2/3/2005 at 12:50
Very good work, sk2k! I actually thought that it would work this way, and you proved this! :thumb:
p.s. Your English is definately far better than mine;) :thumb:
Beleg Cúthalion on 15/1/2010 at 20:44
Just in case (
http://www.ttlg.com/forums/showthread.php?p=1952286#post1952286) this thing is too well hidden in the other things:
I still got the problem that after saving in map two (already in a GL-ready FM) I'm set back to the PlayerStart with no objectives as soon as I reload this savegame. According to d'Spair's tutorial everything's fine and this time there aren't even crashes (Hooray!), but this problem leaves me with no idea how to solve it.
Tiens on 16/1/2010 at 17:08
Quote Posted by Beleg Cuthalion
...I still got the problem that after saving in map two (already in a GL-ready FM) I'm set back to the PlayerStart with no objectives as soon as I reload this savegame...
Yea, it means that your game didn't save. Increase all Vertex Pools into your user_patch.ini and add all Kernel-files into your map folder. Once it helped me. If it doesn't help you, let me look at your mission.
Beleg Cúthalion on 18/1/2010 at 11:59
Increasing the pools alone didn't solve the issue (and I think they were already high enough even if they indeed affect saving in any way). After packing the whole thing once again with up-to-date gamesys and the kernels of map two, it know crashes after 2/3 of loading (i.e. different from the previous crash caused by the old gamesys) and I cannot remember changing anything important, even more since it works in T3Ed.
I'll have a look at it to see if I find another bug, but after that I'll zip a present for you. :p Thanks a lot for now. :)
Judith on 18/1/2010 at 12:07
I'm not sure about that but pools probably have their cap too, so increasing them forever won't help in the long run.
Beleg Cúthalion on 18/1/2010 at 12:11
I haven't added tons of detail since it worked the last time, in fact nothing (and the second map is way smaller), so despite the fact that I think those pools don't affect saving in any way (unlike the property storage count), they shouldn't be messed up either.
Beleg Cúthalion on 7/2/2010 at 20:16
I'll get used to double-posting I fear...
Anyway, crash solved, was a simple dest-teleport-naming issue, I had messed with that at one point to try it out and only thought that I had changed it back afterwards. :tsktsk:
But the saving issue is still there. Increasing the pools didn't help and as I said I hadn't found any error by comparing the steps to d'Spair's multi-map tutorial. Tiens, the map file and my GameSys? You wouldn't need the textures and meshes I guess... :erg:
PS: I'd vote for setting up a crash-o-meter to list reasons for crashes at certain points (of e.g. the loading process) when known. Like... crash at 25% means GameSys discrepancy, crash at 75% teleport dest name issue, crash at the end is vertex pools exceeded and so on.