sergelac2 on 4/3/2015 at 17:44
the blackjack is suppose to be a silent weapon
how can i stop the craymen from alerting all others craymen in the area when i blackjack them ?
also what need to be modified so i can pickup beasts bodies ?
edit :
another question : i know there is the "don't notice bodies", but i need something like "this body do not get noticed"
FireMage on 5/3/2015 at 18:36
It's not the blackjack against the craymen which alert the other, but the crayman's scream!
To change that you have to modify the voice schema. In this one you'll see that the Death Scream and KnockOut Scream are the SAME sound archetype.
To fix that I will suggest you to copy the lines of knock out and death from a guard voice, replace the crayman Death/KO scream lines with these one, and change the archetype name and rewrite the crayman death sound name.
It's hard when you're reading, but if you try to do it you'll understand I'm sure of that! ;)
For moving a corpse, you just need to change the archetype.
Engine Features>FrobInfo: Move, Script / Move, FocusScript / None
Inventory>RenderType: Default {Let the text blank to have no bugs and no images because there are no image of Garrett carring beast bodies}
S>Scripts>Corpsed;CorpseFrobHack
And that should do it! ^^
sergelac2 on 5/3/2015 at 23:54
Quote Posted by FireMage
Engine Features>FrobInfo: Move, Script / Move, FocusScript / None
Inventory>RenderType: Default {Let the text blank to have no bugs and no images because there are no image of Garrett carring beast bodies}
S>Scripts>Corpsed;CorpseFrobHack
when i put that on a single crayman, it works, but when i put it on "Crayman (-2100)", it does not work
Code:
DML1
ObjProp -2100 "FrobInfo"
{
"World Action" Move, Script
"Inv Action" Move, FocusScript
"Tool Action" None
}
+ObjProp -2100 "InvRendType"
{
"Type" Default
"Resource" ""
}
+ObjProp -2100 "Scripts"
{
"Script 0" Corpsed
"Script 1" CorpseFrobHack
"Don't Inherit" false
}
after i do "Load DbMod" i can see the properties on Crayman (-2100), but it does not work
Quote Posted by FireMage
replace the crayman Death/KO scream lines with these one, and change the archetype name and rewrite the crayman death sound name.
this works in dromed after i do "reload schemas", but not in real game
Thief Gold\SCHEMA\CRAYMAN.SCH
Code:
//DEATH
schema cr1diec
archetype AI_COMBAT
volume -1
cr1die_1
schema_voice vcray 1 comdieloud
//knocked out
schema cr1diea
archetype AI_MINOR
volume -1000
cr1die_1
schema_voice vcray 1 comdiesoft
Yandros on 6/3/2015 at 00:10
Quote Posted by sergelac2
this works in dromed after i do "reload schemas", but not in real game
Did you save and set the gamesys after reloading schemas before checking in thief2.exe? They're in the hierarchy and thus the .gam needs to be saved afterwards.
sergelac2 on 6/3/2015 at 01:32
i put the properties in the file gamesys.dml and it work now (i used Alternate Bitmap "conbeaca", same as ApeBeast)
Quote Posted by Yandros
Did you save and set the gamesys after reloading schemas before checking in thief2.exe? They're in the hierarchy and thus the .gam needs to be saved afterwards.
can i overwrite dark.gam instead of changing all the levels ?
Xorak on 6/3/2015 at 01:39
You should create your own .gam file.
Use Save Gamesys and give it some unique name like: sergelac.gam
then in the command box type: set_gamesys sergelac.gam
Now it uses your new gamesys.
Yandros on 6/3/2015 at 04:09
Do what Xorak said, don't ever save over dark.gam.