Unna Oertdottir on 9/6/2016 at 13:41
I've a problem with a old T1 mission. It only has a single objective in the quest data.
There's no objective displayed. I made it visible. That worked.
The objective is to kill somebody. I've put trigslain on the guy and linked it to a qvar-trap. Killing him completes the objective. That worked, too.
Everything is fine. Wait! The mission wouldn't end. I don't know why.
btw., it's Ducal/Hammer Asylum
(
http://thiefmissions.com/m/hammerasylum)
Yandros on 9/6/2016 at 14:08
When you say the mission doesn't end, are all other goals complete when you kill him or when you expect it to end?
Unna Oertdottir on 9/6/2016 at 14:10
This is the only goal.
Yandros on 9/6/2016 at 15:19
So there's a single goal and the mission doesn't end when it's marked complete? All I can think to ask is
* Are you perhaps playing through Dromed with no_endgame set in your cfg file?
* Do you have the VictoryCheck script on the starting point?
There isn't a whole lot else that can cause that.
Unna Oertdottir on 9/6/2016 at 15:30
I checked it in DromEd and in Thief.exe. It doesn't end. I know, the monolog would show "engame requested...", anyway.
Victory Check is on the starting point.
Unna Oertdottir on 17/1/2017 at 15:53
I've tried to asign block frob on an object
Quote:
+ObjProp 608 "BlockFrob"
{
"" : true
}
Monolog:
LOG: dpPatch> DIAG: added property "BlockFrob" to object 608
LOG: dpPatch> DIAG: assigned prop value "BlockFrob" -> BOOL::"" = ": true" on object 608
But block frob isn't "true" at all. Block frob is always "false" on object 608.
Edit: I just realized that I have to remove ":". This setup is working:
Quote:
+ObjProp 608 "BlockFrob"
{
"" true
}
Unna Oertdottir on 30/1/2017 at 12:13
I think I found a bug in the dml system. It's about the (changed) position of some objects.
Let's assume I change the position of an object. Original position: 100,100,100. In the dml it's at 90,100,100. If I run the dml in DromEd (or in Thief(2), I can see the object at 90,100,100. But If I get closer to the object, it "flips" back to 100,100,100 (I can see it moving like a teleported object). This happens with boulders and trees, maybe other objects as well.
ZylonBane on 30/1/2017 at 14:16
You're trying to move physics objects, aren't you.
Unna Oertdottir on 30/1/2017 at 14:57
Quote:
- you can work around this partially by removing the PhysType from the object, moving it to the desired location, and then assigning a PhysType to it again. do note that when you do this, the PhysType you assign in the end always needs to be OBB (submodels 6), if you try anything else, the object will end up with no physics (no explanation, it just works that way).
Thanks. I'll try that.