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I've sent a few questions to the devs about the dev tools and they seem to ignore it. It seems they just dump the devtools on us and not help in anyways. 3 things that i and a most dying light map makers can't figure out. 1. Making airdrops work 2. advanced scripts 3. AI driven vehicles like in the game ?? ,drive-ai <<??>> HumanAI DriverSam ,drive <<??>> CarBuggy ?? I am sure this list could be expanded to 10 things easily. Dunno why they can't give us examples like these 3 things.
Has anyone gotten the following items working if not can we get devs to help us out here.. 1. Airdrops, I have the GameEventAirDrop on my map named airdrophere I even have a few more of them tied together location 1 - 5 in my quest i have ,actiondirector_event_start _ -event_name=airdrophere Nothing happens. No air drop nothing happenes. any clue? 2. random encounters, I have placed Class: Encounter::SpawnPoint with name of encounter1 and in the quest script i have ,actiondirector_encounter _ -scenario_name=encounter1 nothing happens. 3. electric traps. pursuit. I even took apart the pursuit_breaker_car_a was trying to get it to work with a switch PhysicalSwitchDI but no luck. surprised the devs didn't include more traps already built like the car one. If i can get these 3 things working that would be awesome. Devs if you guys read these sure could use some help. Or really anyone who might know this stuff.
PiZle_ posted a topic in Developer ToolsFirstly, let me say "thank you" to Techland for making a portion of their dev-tools available to the public! That was cool of you guys and I know you'll see the community produce some really remarkable material (already have a few mind-blowing works floating around the workshop)! ...on to the questions: --What are the current limitations on custom sound files and emitter capabilities? The DevTools sees all my *.ogg files after I re-validate the audio banks (EG: Validate and Build>Build Audio Bank), but sound emitters are hit-n-miss on playback. I've attempted to string multiple files together in the emitter's attributes (EG: sSoundName: CustSou1.ogg;CustSou2.ogg;CustSou3.ogg...etc) and I've also tried stringing multiple sound files into one ~14mb *.ogg file without success. Any way to tweak this or do i just have to place multiple emitters around the place to handle my custom sound files? --DevTools seems to be saving my current map over multiple projects. Even finished works will have new map info tossed into their .../data directories. What did I do wrong? Tried to remove the newly added files only to have them return after auto-save. --The Open Map option imports project maps fine, but I can't build navmesh or test-launch game after import. What am I doing wrong? Tried building navmsh, but I get "The system cannot find specified path... Cleaning" in navmsh console window. Test-launch locks on load. Only stable launch is from the pre-loaded example map. Thanks Techland and Community, I look forward to posting my projects in the workshop!