• Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by cr1m3

  1. Maybe try to delete the mesh visibility params script? or set it in the mesh visibility params window in the devtools under optimisation or another menu.
  2. He made object groups so, For selecting one object, open the object list window then right click on the group then select open group. now you can select any object in the group. now for light shaft or ray, i guess they are 2d textures as you said but it ´s working fine once you set the good angle.
  3. Hey, bonjour. For animations to trigger, you can also use movies to play animations. also for enemies animation or set the start animation in spawnboxnumber attributes. for the sound, check techland tutorials again or use a boxobjectenabler that enable a sound marker or another option in the boxobject or any sound area sensor like ambient, music or soundEmitter... now some area that would start actions, you could use , boxobjectEnabler or collisionrecievier object class , switch, or the most complete tool for actions is the quest code . now for the light, type shaft in the assets browser. maybe some doomguy's example in the link above could let you enable a radio without quest code but .
  4. I had a similar issue . i was painting the terrain with some default texture and each time i was building the terrain (it automatically locks terrain blocks), the trash texture was replacing all the areas i painted before. So, i painted the whole terrain (no need to paint the whole terrain) with some default texture (can ´t remember which one) and then builded terrain again ( under build map options, check terrain) and then, the new overwriting texture was staying on the terrain so i could paint any new texture layer without loosing it again. I guess some textures are cleaning all color channel layers. So you could test to overwrite your texture that disappear with other textures until it keep your paintings . Ps: you can increase the brush size beyond the max scale by deleting the value then put a bigger value than the default and press enter. (be careful cause it could crash the tools if you paint a huge terrain area in a row also if you drag the center of the brush out of terrain while painting, so paint smaller areas then release the mouse button then hold it again to paint the rest ...) Not sure if it could fix your issue.
  5. wip

    I see you're not dead keep going. And i wonder what's in the misterious shop. Maybe some beers?
  6. scripting

    I don ´t have the time to test and i downloaded : Wsa 0.7 fix for steam 1.12 cause other mods were not scanned. i saw the placeholder , you should remove it. Now if there ´s things that cause problems, try to remove mod folders one by one and test each time ingame then you ´ll probably find where ´s the problem. and for the turning effect i don ´t know how it is made , i don't even know what it is and what you mean? in the developer tools, the player infection is started with The quest code and player effect sensor or varlist effect. but this is only a visual effect.
  7. Try to locate those strings in the full game data with agent ransack. make a full copy of the game folder somewhere and extract all data0.1.2.pak with a zip archive extractor (merge all data paks) then type some loading screen text you ´ve seen in agent ransack and you may found where it is located in the game folders. also look inside data speech folders. ( i mean the data pl, data de, data fr... localized language folders and paks)
  8. scripting

    I don ´t know why their empty inventory give them the "inventory is full prompt". make sure they installed the mod correctly. also there was some zombiefest event that techland made recently by modifying the game scripts, maybe it affected some users who installed your mod. i don ´t know what differs between the english and russian game versions except for the dataSpeech paks. so you could try to set steam language settings as English to test the mod. and there ´s a better forum to ask this (if someone still would answer) also add the link to your mod so that somebody could download and test.
  9. It seems that the local portal is containing such function to clear player's inventory.
  10. wip

    It is really well done!
  11. Also i saw your comment on youtube, i don ´t know if you saw my answer so. There should be a presets folder in your project/data/presets and the "HumanAI.pre" (the script that control npc presets). But if you don ´t have it in your map, maybe the map was created before the devs added this script or maybe the latest update removed it, anyway, you can copy the presets folder under : C:\Program Files (x86)\Steam\steamapps\common\Dying Light Developer Tools\Template\data\presets then, paste it in your project/data folder. Make sure it is not under read only in file properties. Also that windows folder options settings are showing file extentions. Cause the HumanAI.pre have a "pre" extention but it is a readable scripting language. Also you can edit it manually by browsing all strings and figure out all Variables and methods with changeable values. Also (easier) , you can use the devtool's preset tool window to edit this script via buttons. But just reading the script while using the presets tool gives you all stuff.
  12. It seems that it is controlled by the quest code ´s ,kill phase associated with a boss to kill. but now for objects i don ´t know. there ´s the damagerecievier class who can check object damage but it seems that melee and guns can ´t affect it. I saw some generator turned off when you shoot on near gas cylinders, when the player shoot the can, it explodes and turn the generator off. i saw this in Darkness below custom map on this video: It is at 3 minutes 15 sec in the video, maybe you ´ll find it useful.
  13. Yeah, it is beta because the light shaft is smaller than the default light but there ´s a light attached to the player that Is not realistic and not scary. Also because there ´s too much scripts and it is confusing When you mod. But it should not harm the mod or map. I hope this is what you wanted to change in your map. For my map i want some kind of alan wake flashlight Effect also a smaller light shatf so that there ´s more jump scares when you are in the dark, also more tension.
  14. Yeah, inside your project there ´s only the inventory_gen_workshop.scr but you need to take the game files into your project. So find the dying light /dw/data0.pak and extract it somewhere with 7zip then, copy the data/scripts/inventory Folder into your project folder. Then find the inventory.scr and edit the first flashlight in the script (Flashlight_Basic)and change the light angle and range. But the game ´s scripts folder is full of files that the mod Don ´t need. I already made the beta mod but i need to remove all files That don't affect the flashlight to keep the project directory As clean as possible. I modified those lines into the Inventory.scr FullLightAngle(15.0); DimLightAngle(15.0); FullLightRange(15.0); DimLightRange(25.0); There's the link for the mod i made:!09BGSB5T!Av5Mob3pIfHdxxDBLCo201KWrFQC-iqCUcRrF20MuOs4 (this is a beta mod so it needs to be cleaned until there's only needed files in it) Look inside red dead planet, how techland devs added The gravity mod during their gamejam because the map creators asked them to apply the mod in custom maps. They added the whole odephysics folder (odephysics game folder) inside the project/data folder of the custom map Then they edited the physicsWalkfly.scr or some script. I mean there ´s only one or two files they modified for the mod but the files are linked with some methods or include And import functions . This is why modding custom maps need all the files that are linked to be applied in the map. Not just one file like in game mods cause game mods Are installed in the game path where all the game files are stored. I mean that we can mod custom maps and add any file we want to modify anything but we need to add all related files That will link our mod to the game or the custom map Player will read the data0.pak files instead of our mod And this will not work when you test.
  15. For the flashlight you can modify it but you need to add new files into the project/data folder. I ´m making a mod exactly for the same reason, i feel like the default flashlight is like a lighthouse . So i managed to modify it in the inventory.scr but you need other files to apply it in custom maps. So it ´s not finished yet but i can confirm it is working.
  16. Did the player is falling under map? Seems like when you spawn under map. I saw some checkbox in the spawnpoint attributes, UseNavMesh for more precise spawns. Also if the player is falling underground, i noticed it never Happen with terrain, only with floor objects.
  17. 1: no 2: Debugpos is always spawning the player at the same point. But you can add many debugpos and then choose Where to spawn in the play with invoke window. And yes, the game should be connected with the tools. compile (generate) the code again then press play and go back to the tools Once the game is running and you should be able the select some phase then press the little guy 's invoke button.
  18. Until the tools get fixed or not, i uploaded all the assets previews for dying light , dlc and data folder. Here:
  19. What is the update about? Is there any release note about this update so that we can know what have been changed also if old custom maps need to be patched of fixed?
  20. Hey, glad you're back. I had this issue before but i thought it was fixed so maybe the latest update is causing this again? But i had a fix:
  21. You need to buy dying light pc version to create custom maps. Pc game and tools are tied together and only techland Can add such custom maps on consoles.
  22. Did you tried to click on document then open map? Cause if there ´s more than one map file, you need to select them manually to load the map.
  23. Make sure that you have two folders in your quest Folder. One folder named as your first map and containing The first map ´s pxsl script And another folder named as your second map and containing the second map ´s pxsl quest script. So your quest folder should contain; Map1/map1.pxsl And map2/map2.pxsl . Now map1.pxsl code should be like: QuestsDefinitions -level=map_01 quest Map1Quest1 -final=false ,BLOCK _ -obj=<<pass through portal>> ,goto _ mapPortal Portal_to_SecondMap -distance=3 And map2.pxsl code like: QuestsDefinitions -level=map_02 quest Map2Quest1 -Leading_portal=map_portal_name_from_first_map -parent=Map1Quest1 -final=false ,BLOCK _ -obj=<<next objective>> ,take _ QuestInventoryItemDi puppet quest Map2Quest2 -final=true -parent=Map2Quest1 ,BLOCK _ -obj=<<last chapter interactions>> And if you want the player to get back to map 1 for doing someting,You ´ll have to continue the code in map 1 with leading portal. Ps, you can try without leading portal, maybe it works without it and just by parenting the next quest to the prevoius one... But if you want the player to return to map 1, change the map2quest2 as -final=false And use -final=true only for the very last quest the player Need to do.
  24. If you tried all solutions in the links above,Try to take your mapName.exp file and copy it then rename It as your map file "" and try to load the map.(keep the source exp file as it is, you will have two exp Files, one as a fake map file and the other default exp) Make some backup of the whole project before. If you can load with the fake map file (exp renamed) You will have all object selection groups unselectable. Or you could try to create some new project with the same name as your broken project (move the broken project in another directory temporary) and replace the map file by your broken project map file. This is only experimental suggestions and there ´s a little Chance that you can retrieve some data. Exp file is the compiled version of the map file. So in previous engine, it was possible to use the exp As a map file to load your map in the tools but some objects references are gone and not editable . (Exp file is the file that is loaded when you play ingame So it is not meant to be edited as the source map file). I assume you already tried to fix this with bak files One by one .
  25. This window works when you set a proper debugpos code ,goto <<debugTest>> SpawnPoint Debug_spawn_awakening -distance=5 -show=false ,debugpos SpawnPoint Debug_spawn_awakening (if you have the "E Phase with 'debugpos' needs unique name: _" warning, just comment the code with <<Something>> instead of this"_" ) (all phases should turn into grey color after the debugpos code) And then, you press play button (little arrow next to it) and play with invoke. Now your map will start exactly where you put the spawnpoint(disable respawn in the debug spawnpoint or it will be used instead of your designed spawns and you can also debugpos with only this code ,debugpos SpawnPoint Debug_spawn_awakening after some phase with sensor goto or object) Now to respawn where you want also backwards, press escape while ingame to pop menu up then switch to the editor (pxsl quest editor window) and select one phase then, press on invoke and move player to position...button (little guy icon) and some yellow arrow should appear on the left side of the code margin and now switch back to the editor's map player and resume game. Now the player should respawn where the yellow arrow point in the code. (this will not work each time) so try to press disconnect button then connect again and little guy button again. then check again ingame. If the player still not respawn where the quest arrow is pointing, select another phase and press little guy again and the yellow arrow should move there and after some attempts you should be able to respawn the player. There's an invoke option in the devtools map player's menu but i never managed to respawn the player to the listed debugpos so maybe this could work after many attempts?