• Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by doomguy

  1. do you see the navmesh on the ground? did you turn it on? zombies only walk on the navmesh (that blue colored area of the floor)
  2. no idea. i haven't messed about much with weather. hopefully someone else can help you. in the meanwhile, do a search on the forum about weather, if you haven't already. good luck!
  3. i don't know much about changing weather nor scripting weather but there's a phases to control time: ,set_day_time as for weather, maybe go through a few maps and see if anybody's changed the weather on their map, and try and see how it's done. (you can open other people's maps, after subscribing to them and downloading them from the workshop. open the dev tools after, and look at the list of maps in the dev tools start window. both your maps and subscribed maps are on there. press install when a map is selected, to install, and there you're able to open the map) have you seen the devtools offical tutorials? in this vid they use different weather, maybe find out how they changed it in a previous vid
  4. like i said, remove the quests to see if they are crashing the game. (copy them onto a empty text file, so you can copy it back) 2. remove the FX's that are giving the errors. 3. remove the spawns. 4. add a spawnpoint with it's default setting (dont mess with the settigns of the spawn when placing it on the map). 5. click play. see if it crashes. sorry i can't test you map, i'm testing and fixing mine at the moment.
  5. that's a lot of modding, you might have better luck asking the developers, not map makers here in the dev tools forum go to
  6. don't know about the terrain migration but how many spawn do you have in total? you understand the spawns you have in the quest (screenshot) are debug spawns, and if you have no other spawns and play the map without using invoke, that might crash the game, idk comment out the quests, and place only one spawnpoint on the map and play the map (without using invoke - thats the other option when you click the play button's drop down arrow) also, there's a few errors in your log ERROR [FX] Cannot read definition of btzh_light_end_light.fx search for "error" in the log and see. remove or fix that which gives errors and see if it helps
  7. i cant go through the log now do you have a lot of stuff on your map? you can always try and migrate your old map to a new map sometimes the tools bug and stay bugged good luck!
  8. i think so, i dont know where though.
  9. try fixing the errors and see if the game doesn't crash. if you can't fix them, remove meshes that give errors and see what happens (dlc_wl_ve_sedan_a_bonnet.msh, etc)( also remove the encounter car (no sure what that is) but remove any object that is connected to the error and see if the game still crashes. that's the first step to see what's crashing the game. duplicating dynamic lights should'nt crash the game, ive done that multiple times. neither should fxes if the game still crashes after removing the error giving objects, then that's a tougher thing to try and fix, but i's start with that.
  10. are you talking to non techland map developers or to the techland developers? this forum is mostly for talking about maps people make with the developer tools, i don't see many posts by or from techland developers, about the base game here. if you trying to reach the developers about ideas, maybe you should post in
  11. where is the glitch?
  12. no problem in sharing my finds this is how we get a good somewhere source of knowledge
  13. hey y'all does anyone know how or if we can force a weapon that the player picked up to be the active weapon the player is holding? i'm having problems emulating this. i'm moving the player's inventory to the stash when picking up the weapon i want him to have, and that makes the weapon become the active weapon like so: ,take _ QuestInventoryItemDI Shotgun -show=false ,inventory-to-depot _ ,give-weapon _ -weapon_id=Firearm_ShotgunAGen -count=1 this works well. i want the player to use the shotgun for a part of the map, and he can access his stash when that section of the map is complete. (i'd rather have the player keep his inventory and just automatically have the weapon he picked up be the active weapon, but i haven't been able to do so!) the problem with this technique is that the stash's content returns to the stash when the player dies, after he's accessed the stash and retrieved all his items, even after the stash has been disabled. any ideas or help on the subject? any ideas on how to block the game from moving the player's inventory to the stash again? or automatically be holding the weapon the player picks up?
  14. well, i figured out how to stop the player's inventory from moving into the stash again, at death, still would rather not use the stash to force a player to activate the weapon he picked up but still here's a working example:
  15. updated with a list of weapon damages, to be easier to choose which weapons to use, and when.
  16. so i thought i'd share these how to's for stuff ive been messing around with. stuff i needed for my map. (also, one of them is to help steam community member) ---------------------------------------------------------------------------------------------------------------------------------------------------------- + Some examples on how to do stuff on the map with objects ---------------------------------------------------------------------------------------------------------------------------------------------------------- Button Puzzle Examples - BoxObjectEnabler 1 - (press specific buttons in order to solve puzzle with hints. press wrong button disables puzzle.) 2 - (press 3 random buttons out of 4, and disable puzzle. with reset button) ( BoxObjectEnabler Movie Trigger (no quest required) 1 - (simple one way animation) 2 - (two way animation - play forward and play in reverse, indefinitely) Truly Reflective Surfaces Light Switch Control - BoxObjectEnabler 1 - Multiple Lights/States (use one switch to turn on and off multiple lights at once) 2 - Light Switch - Timer (automatically turn off light after period of time) Force Weapon Upon Player 1 - (makes player hold picked up weapon - Method: Stash) How to set up Side Quests 1 - (if your browser of AV warns about this file being malicious, ignore the silly message. The .rar file has nothing more inside than a .txt file with some dev tools quests!) to use these examples which have eds files, unzip and place the unziped files in the data folder of your project. if the tools are already loaded, refresh the file system, then goto the data folder in the devs tools file tree list and find the eds with the name of the zip file and drag it onto the world. ---------------------------------------------------------------------------------------------------------------------------------------------------------- + Weapon damage list ---------------------------------------------------------------------------------------------------------------------------------------------------------- A list of the damage each weapon does, so you can choose a better weapon for the right place on the map (avoiding adding OP weapons at the beginning of a map!) Note that there might be one or two errors in the name of each weapon on the list. I used a jpg->text auto converter, but weapons are listed in the same order as they appear in the dev tools weapon list, when choosing a item from the item spawner object list. ---------------------------------------------------------------------------------------------------------------------------------------------------------- + Organized mesh tree ---------------------------------------------------------------------------------------------------------------------------------------------------------- Use the following at your own risk. This is a early version of my folder tree collection, trying to organize all the meshes. You can replace these files with the ones in your data folder, and you'll get a more organized mesh collection. Again, it's pretty rough and unfinished list. (replace in data/editor/user) (delete folder "assets_collections_shared" in data/editor/scripts and paste zipped assets_collections_shared folder in the scripts folder*) *if you dont have script folder, create it, and paste the assets_collections_shared folder If the tools are loaded already, refresh the file system after copying the files. In the tools, go to Refresh, Refresh File System P.S. the meshes in the "everything" folder i haven't categorized. all the meshes where copied from the "meshes" folder and i continuously move them from "everything", into the organized categories. P.P.S. wanna earn cash also when sharing links? use
  17. maybe you don't have the original game? you need to game to have the tools.
  18. no problem. good to know also which meshes those are
  19. have you seen all the "luxfer" meshes? in my tools i don't see that exact mesh but it's the close i've seen. you can try and emulate what the picture shows by placing a radio_intr_wall in front of a int_low_wall_a_luxfer
  20. wip

    planning is the easy part. in fact, its the worst part, because after over-planning (because planning is easy and can get way out of hand) comes the actual building of the map. just a word of advice, be aware of the amount of work your planning gets you into! i know i have spend many hours building what i planned and had hoped i started a much simpler map!
  21. i haven't messed about with this in ages but by the looks of a post i posted way back i think i used virtualattractor. search in data folder, it should be there and pretty straight forward to use. if you can't get it to work let me know i can open the project and i'll see how i set the zombie up.
  22. no problem
  23. you have to place envprobes to make places totally dark. search around the forum, there's a few posts on it
  24. hey, so i need some help with getting a phase to work between maps, i have the map on the workshop, ready to go, visible to friends, if anyone could check it out and help me with it, i can add you as a friend add me and i'll explain in detail the map is already spawning where at the point the problem is so it's pretty straight forwarding also, i think it's easier to just look at how the map is set up, i think, than explaining it anyone? help would be great. it's the last issue with the map before i can have it ready to release whenever
  25. Cause even if you make two maps to fix the underground falling glitch, this will not fix player respawn when the player dies. im not sure what it doesn't fix, but i was spawning above ground always because i placed a ground in each map, under the levels i tried the spawn on navmesh it seems to work for now (hopefully it doesnt break with something else) but still, i'm much more inclined to use the two maps, now that they're built and it seems easier to just fix the quests than moving stuff around, i'd also have to make a hole in the ground and that could bring up more problems ill check your quests from the files you sent me and see if i can change it to go back and forth between the maps thanks