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Found 4 results

  1. 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.
  2. techrandy

    Quest/script Help

    I am trying to setup where when you reach a point that the quest takes you somewhere it then triggers a voice dialog ,radio-dialog <<radio>> voice2d ?? What or how or where is voice2d files? how do i create a voice2d file?
  3. techrandy

    Quest/script Help

    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.
  4. Firstly, 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!