Cardia on 8/1/2014 at 22:11
Quote Posted by Daraan
Give it the property S->Scripts: Delete LockSounds + Don't Inherit: TRUE
where do i find the don´t inherit settings?
Yandros on 8/1/2014 at 22:40
It's on the Scripts dialog. :erg: He's basically explaining how to do what I suggested.
Cardia on 8/1/2014 at 22:56
Quote Posted by Yandros
It's on the Scripts dialog. :erg: He's basically explaining how to do what I suggested.
Still doesn´t work, i have entered all those values in the sript dialogue box and still nothing :confused:
ZylonBane on 8/1/2014 at 23:06
Quote Posted by cardia1
Wow, with New dark can we use textures up to 1024x1024 size?
Quote Posted by Soul Tear
Wow :o I didn't know about mtl for objects too.
This stuff is all described in the docs that came with NewDark over a
year ago. In all that time neither of you bothered to read it?
Cardia on 9/1/2014 at 10:25
Quote Posted by Daraan
Give it the property S->Scripts: Delete LockSounds + Don't Inherit: TRUE
It still doesn´t work, what am i doing wrong?
Daraan on 9/1/2014 at 11:59
Well our mistake. The StdDoor script as well generates the sound. LockSounds just removes the sound when keys are used.
It would be helpfull if you describe exactly what you want to do. How does the player open it? Via a switch or key. Will it just be unlocked and must be frobbed to be opened...
Giving it the EngineFeatures->FrobInfo [none] will disable all frobing and highlighting. By giving it Word: default it will be highlighted but can't be frobbed BUT keys can be used, door opens automatically.
YOu can use the first option for example if you use a switch to open the hole.
There is also a tnhscript (
http://dromed.whoopdedo.org/tnhscript/trapfrobinert) TrapFrobInert that keeps the object FrobInert until it's turned on