neux on 19/3/2015 at 15:04
Hello!
To avoid spamming with threads for each problem I'll just post all my questions in this one.
I'm completely new to Dromed but am learning fast. (I've worked with UnrealEd before)
I'm almost done with the husk of the mission (Brushes, decorative objects and lights)
I'm about to start with AI and Objectives and have no experiance what so ever.
I could use a mentor, if anyone has the spare time. By that I mean someone whom i could contact daily with questions.
I would definately mention that person as co-author or mentor for the mission wherever author would be named.
Anyway, on to problems:
[SOLVED]
1.) Certain room, i could not figure out what makes it different from others, is being accessed thorugh the window and in the room there's a table so one can get back out. Theres also vegetation in the room etc.. Sliding off or jumping onto the table results in short duration of being stuck then losing health or dying. I've tried deleting vegetation, changed tables, set collision type of everything in room to "No result" but could not solve the issue.
[SOLVED]
2.) In the same building theres a lower level, small and filled with objects (mainly vegetation and books). In it movement is slow and buggy. Like all the vegetation is preventing smooth walking or something. I'd say theres about 30 objects in that room at most. I've set all objects to Collision type: No result.
[SOLVED]
3.) I have no idea how to work with AI and for this one i should probably search first. Though quick search only gave me a solution where i should use some .gam file which i cannot do. What I need is the information on how to Create a Sleeping and Sitting guard/servant.
4.) I want to make a ghost vision similar to one done in Trail of Blood where a ghost appears when trigered then goes away after some time. I'd check the Trail of Blood mission but for some reason Old missions will not load into Dromed (Well they will, but terrain (brushes) will not show up).
5.) Cell count limit: What count is important here? Raw cell count or cell count? How can i reduce the amount of cells.
ZylonBane on 19/3/2015 at 15:37
Turning on display of physics models is every DromEd'ers best friend.
neux on 19/3/2015 at 15:46
You're probably talking about problem 4. As I've said I'm a complete begginer.
I've gone and checked how to turn show physic models on and have done so thorugh View->Physics Models.
No visible result.
(Filter is not filtering aswell)
ZylonBane on 19/3/2015 at 15:53
Err, no, I was talking about 1 and 2.
If you don't want something to collide with anything, the Right Thing is to delete its physics entirely.
neux on 19/3/2015 at 15:56
Quote Posted by ZylonBane
Err, no, I was talking about 1 and 2.
If you don't want something to collide with anything, the Right Thing is to delete its physics entirely.
Ahhh... makes sense! I'll give it a go at next work break.
Thanks, ZylonBane!
neux on 19/3/2015 at 16:17
Did a quick check and it seems to have resolved the issue.
But whats the proper way of deleting the Physics models?
I've done it through the properties. (Since the bounding boxes dont show up in Top view.
The object hierarchy is:
Physics
-- Misc
---- Collision Type
-- Model
---- Attributes
---- Controls
---- Dimensions
---- State
---- Type
I've only deleted Type since it deletes the blue box. Should i delete whole model? If so can it be done by some other way than atribute by attribute?
ZylonBane on 19/3/2015 at 16:28
Just set model type to None. That automatically deletes all the other model attributes.
neux on 19/3/2015 at 16:41
1.) SOLVED
2.) SOLVED
ZylonBane just made my life easy!
Physics models view is awsome! No more guessing madness.
Yandros on 19/3/2015 at 16:49
It does really pay to get in the habit of walking around in-game with physics models on, you can find all sorts of things that need adjusting.
3. Sleeping AI are easy to do by adding one of the sleeping metaproperties. There is M-SittingSleeper, M-NewSleeper etc. For the most part you shouldn't need to do anything else.
4. You're using the stripped OMs, which have all the terrain brushes removed. The unstripped versions are available somewhere, but someone else will need to point you to them. As for making a ghost, you can probably just make a LIbraryGhost and change its model to that of the AI you want it to resemble. It has scripts already I believe for fading in and out, although NVPhantomTrap is better but custom scripts aren't necessary for you to delve into yet probably.
SlyFoxx on 19/3/2015 at 16:58
The unstripped missions are on disc 1 of the original game in the Editors folder.