Sperry on 16/5/2013 at 15:00
I've followed the steps of mouse's tutorial as best I could, but the result is not what I was hoping for. This is for a T1 fan mission.
The problem is that, for some reason, the big levers do not "activate" when I frob them, they simply stay immobile.
I've double checked the links, and everything appears to be in place. I've modified the scripts of all of the components (factorymoldlever, etc.). I've entered "scrip_load miss11" in the dialogue box. I can place the mold, but frobbing the lever has no effect.
I must be forgetting something, but I can't figure out what. Can anyone who has experience with cauldrons help me, please? :)
R Soul on 16/5/2013 at 18:32
It sounds like you haven't typed script_load convict (or you're missing convict.osm from the TG Dromed zip).
Sperry on 16/5/2013 at 19:10
Quote Posted by R Soul
It sounds like you haven't typed
script_load convict (or you're missing convict.osm from the TG Dromed zip).
That's the wierd thing. I did type
script_load convict, I can play my level normally, open doors, carry corpses, etc. But since I added "FactoryMoldLever" to the levers, they don't appear to activate when frobbed.
:confused:
Sperry on 16/5/2013 at 19:51
Sorry for the double post, but I've just observed another problem since I've been trying to build a cauldron in my mission.
I've placed several torches which are initially off at the start of the mission. Since I've been messing around with the cauldron (perhaps since I've types script_load miss11, all torches have active particles (including the ones which should be extinguished)... Apparently, there is a problem with the tweq settings now...
I'm hoping this extra bit of information might help you identify what is wrong.
Thanks in advance!
darthsLair on 16/5/2013 at 19:54
Quote Posted by Sperry
That's the wierd thing. I did type
script_load convict, I can play my level normally, open doors, carry corpses, etc. But since I added "FactoryMoldLever" to the levers, they don't appear to activate when frobbed.
:confused:
If the script doesn't work, then script_load miss11.osm
or,you could simply multibrush the foundry in miss11.mis, that is just the objects, then test it in a fresh new 16x16x16 mission. If it works then multibrush just the objects and load the .vbr into your mission.
qolelis on 17/5/2013 at 00:04
Did you perhaps forget to mark "Don't Inherit" in the Scripts property? Having both FactoryMoldLever and StdLever active is not a good idea.
Sperry on 22/5/2013 at 17:17
Quote Posted by qolelis
Did you perhaps forget to mark "Don't Inherit" in the
Scripts property? Having both
FactoryMoldLever and
StdLever active is not a good idea.
Yep, that's what it was! Thanks! :)