R Soul on 9/2/2015 at 15:40
Quote Posted by Thor
NVGiveTo="sp (4)"
You don't include the object ID like that. NVGiveTo="sp" is the correct form. However in this case it's clear you're referring to the starting point. What you actually need is NVGiveTo="Player"
This confusion stems from the fact that we do use the starting point for some things, like VictoryCheck, Contains links, CD links from TeleportTraps etc. When the game starts, the PlayerFactory link to Garrett causes all properties and links to be moved from the source object (the starting point) to an instance of the Garrett archetype, which is named Player. So, only use the starting point for set-ups where you add a link or property in Dromed.
Thor on 9/2/2015 at 19:24
A tutorial would be pretty nice, yeah (if it's not too much trouble). Come to think of it, making an Object 3 is also something I will need. Lots to learn.
ZylonBane on 9/2/2015 at 21:58
Quote Posted by Thor
I don't quite understand the NVSpy script either. None of the messages it sends I can relate to my understanding.
It lets you see the engine's internal event names. You can then use these names with something like NVRelayTrap to catch those specific events happening, and to spoof those events to other objects.
Sycamoyr on 14/2/2015 at 02:25
Can anyone help me with an "Oops, polygon spans more than one brush" problem?
I teleported the camera to the location which the monolog gave me, but there does not seem to be a brush centered at that area. I get two coordinates and I checked them both with no sign of anything at the locations. The message also repeats its self about 26 times.
Sycamoyr on 14/2/2015 at 17:13
Quote Posted by Sycamoyr
Can anyone help me with an "Oops, polygon spans more than one brush" problem?
I teleported the camera to the location which the monolog gave me, but there does not seem to be a brush centered at that area. I get two coordinates and I checked them both with no sign of anything at the locations. The message also repeats its self about 26 times.
Anybody?
I've been bashing my head against this problem for about a week now; I dug around and tried various fixes, but nothing seems to work. I also tried snapping the brushes, but optimizing fails. I can portalize if I close dromed, restart it and load up my mission. My main concern is this: Will this problem break my mission or make it unplayable? It only seems to cause a problem if I optimize.
fibanocci on 14/2/2015 at 17:30
If you have more than ~ 4-5 messages like that, the mission will break pretty soon. You can use area brushes to track the bad brush down. But sometimes that doesn't work.
You can drop me a PM with a download link to the mis/cow and I'll fix it for you. I'm used to fix stuff like that. :eww:
Sycamoyr on 14/2/2015 at 17:46
Quote Posted by fibanocci
If you have more than ~ 4-5 messages like that, the mission will break pretty soon. You can use area brushes to track the bad brush down. But sometimes that doesn't work.
You can drop me a PM with a download link to the mis/cow and I'll fix it for you. I'm used to fix stuff like that. :eww:
Wow, thank you so very much!
fibanocci on 14/2/2015 at 18:41
I sent you the mission back. This one was easy. Not a single brush set to the grid :laff:
Make sure that you have enabled the 'use' button all the time. Watch it. Good luck :)
Yandros on 14/2/2015 at 20:06
And also you should check periodically for unsnapped brushes using the highlight commands.
Sycamoyr on 14/2/2015 at 21:01
Quote Posted by Yandros
And also you should check periodically for unsnapped brushes using the highlight commands.
I see the rooms turn blue, but I'm not sure how to snap each brush; I've only ever used the "highlight_check_snap" and "Highlight_do_snap" commands, but they never seemed to change the situation. Does that have anything to do with the "use" option?
I do have another question. Is there a way to fade or brighten brushes depending on the camera position? I have a lot of overlapping in the vertical plane which is going to make things difficult for re-doing my room brushes.