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About doomguy

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  • Birthday 07/22/1980

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    computer exe's. space. fiction.

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  1. setting a respawn point with ,checkpoint doesn't avoid you being respawned at 0,0,0, if the respawn point is far away (and you didn't enable it by passing near it) at least not in my example. i also got that 0,0,0 respawn when not setting the flag "respawn" to the SpawnPoint, nor enable another spawn point.
  2. ,inventory-to-depot-clear _ doesn't work?
  3. um, how do i connect the game? i can't be able to
  4. good stuff! but a few problems: so, i placed the spawner on the map, added the debug spawn code. that error appeared (i changed _ with <<>>). works fine. i press "play with invoke" and select the debug goto phase i want in the "play with invoke window", and i enter the game at that phase point. good stuff. but 1 - the phases don't turn grey after the debug position. is that a problem? 2 - i can't go back to a phase by escaping the game and going to the quest editor, selecting phase and pressing the little guy...all those buttons are greyed out. should the game be connected at this point?
  5. ok. thanks. i'll have to see if i can get it to work. edit: the Map2Quest2 is not correct i need something like this quest Map2Quest2 -final=true -parent=Map2Quest1 ,BLOCK _ -obj=<<-----objective on map 2------->> ,take _ QuestInventoryItemDI puppet2 ,BLOCK _ -obj=<<-----objective on map 1------->> ,take _ QuestInventoryItemDI puppet3 i can fake the quest being divided through the maps by adding a third quest (Map2Quest2Fake) with the same name, so it kinda looks like the same quest, but there seems to be some problem, as the objective in the third quest doesn't activate, although the map reaches the end (?) Map1 // Map2Quest2Fake has the same name as Map2Quest2, so it kinda looks like the same quest quest Map2Quest2Fake -parent=Map2Quest2 -final=true ,BLOCK _ -obj=<<objective on map 1>> ,take _ QuestInventoryItemDI puppet3 -- this wont activate ,wait _ 5 // but the game reaches the credits also faked it by adding a fourth quest with just a wait phase. thanks p.s by the way, everything is working without any -leadings
  6. hey all anybody know how to make quests and phases target other maps? basically this is what i need to do (any help would be greatly appreciated!). these are two different pxsl files, one for each map Map 1 QuestsDefinitions -level=map_01 -- As soon as the map starts it shows the quest description (objective). The objective should be marked as complete after the player enters map 2. quest Map1Quest1 ,BLOCK _ -obj=<<pass through portal>> Map 2 QuestsDefinitions -level=map_02 -- this quest does stuff only in map2 quest Map2Quest1 -parent=Map1Quest1 ,BLOCK _ -obj=<<next objective as soon as the 'passing through the door' objective completes>> -- do stuff on map2 -- this last quest does some stuff on map2 and some other stuff on map1. the final quest objective should appear on map1 and be completed in map1 quest Map2Quest2 -final=true ,BLOCK _ -obj=<<this objective ends in map2>> -- do stuff on map2 ,BLOCK _ -obj=<<this objective ends in map1>> -- do stuff on map1
  7. well, i guessing by the lack on answer not many people know how to do this, and it doesn't surprise me due to the lack of information for the dev tools. its a matter of testing. what mesh did you use for the npc? and what skin? and, i think m_enableWakeup has to do with become enabled when touching it, try disabling the wakeup option edit: put zombie_man_a.msh on the stage, untick "no animation", go to the anim tab and maybe you can find a hanging animation or look for a dead pose similar to hanging i don't know if the zombie will be static though, or move it you bump into it..
  8. i haven' t played the bozak horde so i don't know how the hole looks like, but you could add a hit sensor to an object inside the hole so when you throw something into the hole, it hits the object and triggers something, check out the hit sensor i set up in this post the 1 example under BoxObjectEnabler Movie Trigger
  9. How are you creating the dead body?
  10. Mkay. Ill have to play with that a bit and see how it works. But the weird thing is that i didnt have any quest when those invoke messages appeared.
  11. I think disabling should work. Havent tried yet but its the impression i have of how other people have done it. Ill also need to control spawnpoints on my map.
  12. yes, use a boxobjectenabler attached to the switch, set it to disable the light, and add a delay. check out my second Light Switch Control example in my examples post
  13. you mean have overlapping waterboxes? i thought that would be a problem.. anywho i've managed to use movie to move the water to new positions, and have just one water box and avoid skins altogether hopefully it will be enough for what i need to accomplish
  14. hey rabid. no they are not.. i mean they might have been earlier, but i separated them to test.