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Everything posted by doomguy

  1. 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
  2. the corpse limit so they don't disapear would be awesome
  3. since day 1 of messing with the tools that i haven't been able to correctly use the water boxes' skins is it just me, or are most of the skins transparent when submerged, in the tools? is it a problem only when testing the map in the tools? do they work fine when running the map outside from the tools? what skins can i rely on, that will definitely work, when playing a map from the workshop? anyone know? could we please get a patch to the waterboxes skins to work in the tools, like they work in-game (actually seeing the water in front of the player when submerged, instead of transparent? i'm limited to one skin at the moment, at it's not even close to the skin i wanted) btw, here's a few screenshots of what i've been doing with the tools for the past year or so
  4. 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.
  5. ,inventory-to-depot-clear _ doesn't work?
  6. um, how do i connect the game? i can't be able to
  7. 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?
  8. 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
  9. 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
  10. 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..
  11. 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
  12. How are you creating the dead body?
  13. 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.
  14. 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.
  15. 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
  16. anyone know how to prevent two adjacent water boxes from misbehaving? both water boxes are opaque when inside each box, but when looking from one to another, the adjacent box is transparent. move the player forward into the next water box and it becomes opaque! how can i have multiple water boxes to fit each room, and work properly, if my map doesn't allow one big water box?
  17. 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
  18. hey rabid. no they are not.. i mean they might have been earlier, but i separated them to test.
  19. is there a problem with this physical switch? i attach a target to it, and a message appears when saving the map and says invalid references from linked selections, the same error when attaching targets to physical switches outside the same group im assuming that is an error, but both the switch and the target are in the same group. is there a problem getting that error? can we ignore it? or is this physical switch broken?
  20. tested outside a group and the switch works fine. not sure why it was bugging, but it might help prevent any weird stuff by attaching targets to switches while all connected things are in the same group, other than attaching first and moving after between groups
  21. ok thanks. i haven't had issues with groups yet, ill try and see if outside of it, it works thanks edit: very weird glitch/bug. first of all i got this scary error when re-loading the map. so all the targets to and from the switch are lost. secondly, as it is now, inside the group, i can only target things outside the group.
  22. 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) 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) to use, 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 example and drag it onto the world. 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. they where all copied from the "meshes" folder.
  23. yep, that is probably be what i'll end up doing. i was just curious if there was anyone that had problems with the overlap.
  24. hey all anybody know how to get the volatiles that are stuck in the ground, to be attackable? the volatiles i have atm are ArctorDi with looped animation "hivebrood_stand_idle_01" but i can't interact with them aka attack them. anyone know how to do this?