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Author Topic: Questions about hammer tool  (Read 10512 times)

Offline Aloysius

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Re: Questions about hammer tool
« Reply #60 on: April 25, 2016, 11:25:40 PM »
Could someone explain how NPC patroling is working? I have some logic_auto, npcs and info_node_patrol_point. The problem is the npc do their patrol once, then stop and stand still after that.
I saw on the museum map that the patrols there use info_node_hint, so I tried that, but in this case, npc don't move at all.
So, what am I missing here?

Offline Wesp5

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Re: Questions about hammer tool
« Reply #61 on: April 26, 2016, 08:31:27 AM »
I have some logic_auto, npcs and info_node_patrol_point. The problem is the npc do their patrol once, then stop and stand still after that.

Did you make sure that the patrol ends with the same info_node_patrol_poiint it started?

Offline Aloysius

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Re: Questions about hammer tool
« Reply #62 on: April 26, 2016, 05:08:10 PM »
Did you make sure that the patrol ends with the same info_node_patrol_poiint it started?

Yes, but the problem was in the SetupPatrolType, I wrote
0 0 FOLLOW_PATROL_PATH_WALK in the parameters instead of
9999 0 FOLLOW_PATROL_PATH_WALK.
It seems so logic, I like it when there is a simple solution. Guards will now do their jobs instead of stopping to look at the decor. Thanks.

Offline 3Dell

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Re: Questions about hammer tool
« Reply #63 on: June 01, 2016, 09:27:01 PM »
I still can't understand how to deploy the camera... Transform 180o didn't help.
What need I do?
Spoiler of new map Screanshots:
Spoiler for Hiden:
This it that it show

This is that it must show


Question about other map. How can I made the slack between "keyframe_rope" longer?  I found only change their thickness.
Spoiler for Hiden:


Offline Entenschreck

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Re: Questions about hammer tool
« Reply #64 on: June 01, 2016, 10:18:36 PM »
The "move_rope" and "keyframe_rope" classes both have an attribute called "slack". Is it broken? If yes, you should tell Psycho-A about it. And if it really is broken, then your approach is the only way to do it, I think.
No idea about the camera, sorry.

Offline 3Dell

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Re: Questions about hammer tool
« Reply #65 on: June 01, 2016, 10:36:14 PM »
Entenschreck, It help, thanks! Sometimes I'm blind...

Offline Aloysius

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Re: Questions about hammer tool
« Reply #66 on: June 02, 2016, 03:35:32 PM »
I still can't understand how to deploy the camera... Transform 180o didn't help.
What need I do?

In your new maps topic, you used camera_track, right?
Did you try using camera_cinematic with a target entity in the right direction and LookAtTarget_Snap as camera shot name?


Offline 3Dell

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Re: Questions about hammer tool
« Reply #67 on: August 27, 2016, 03:36:17 PM »
Why I can't water be in the pool?
I work with my old maf of Vesuwius mod - the pool have brash with texture "pool_wather", but after compiing it is invisible.



 It look great in Unof. Patch 9.6, so I was copy and paste this wather to my map - but nothing change. (also I copied all texturies from "materials/dev" with water_pool and etc.

What need I do for to wather in the game?

Offline Psycho-A

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Re: Questions about hammer tool
« Reply #68 on: August 27, 2016, 05:47:29 PM »
3Dell,
Water is still buggy on compiling maps with SDK, and I can't fix it alone (and no one with me in dev.team now).
Please, read the SDK readme, there are temporary solutions described for each such kind of bug. For example, for the water you need to use alternate textures like "cheapwater", "blackwater" or "warrenwater2b" and other that uses cubemaps instead of native water surface for the reflections.
That water will not be transparent, but at least have animation and reflections in it...

Offline 3Dell

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Re: Questions about hammer tool
« Reply #69 on: August 28, 2016, 07:29:14 PM »
Psycho-A Thanks)
So I created 3 anim. texturies for blue water