One or more of your tags are too huge (in filesize that is)
Fixing it requires removing something that has a high file size that normal (a bitmaps thats 33MB just for a weapon is ridiculous)
Shouldn't be that hard finding whats the problem
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One or more of your tags are too huge (in filesize that is)
Fixing it requires removing something that has a high file size that normal (a bitmaps thats 33MB just for a weapon is ridiculous)
Shouldn't be that hard finding whats the problem
Does gameservers.com support sapp? If it does, the version hack (v1) isn't against ToS right?
Technically, no. But no one has been "caught" that I know of.
In sapien, what does the output window do? Also, what do those 4 icons in the toolbar do?
Output window I've only seen have output in it when messing with AI encounters, like telling you how many firing points a squad has.
The four buttons change the mode Sapien is currently working in. The first one is your normal editing mode, the second one is a lightmap editor (which is broken afaik, it can't save your changes), the third button is a scripted camera editor which is good for laying down camera points for cutscenes (press the spacebar to set a camera point at the current location and rotation of your camera) as well as recorded animations (had the ability to control units in Sapien been left in :argh: ), and the last button turns on a model viewer; select a model and it's placed at the level origin (0,0,0), and then you can check all of its animations, permutations, and LODs.
I'm new to AI and I've followed a tutorial on having them follow a command list. I have a command list that tells the AI to move to point 1 and face point 2, then move to point 2 and face point 3, etc... I've assigned this list to a group of ODST AI, but they don't do anything it says, they just walk to a random move position that I placed. What the hell?
"Model Viewer" is a bit of a misnomer, actually; it shows you models and animations, but only for tagged objects.
As such, when you first bring up that viewer, it scans your working folders for ALL TAGS and gets info ready for any object tags (scenery, vehicle, biped, weapon, etc) that exist. If you have a lot of shit, there's a lot of slowdown.
How do I make projectiles fly slower? Not projectiles like a rocket that detonate in the air, but bullets that have no detonation effect. How do I set their speed?
The problem was, i was working with an SMG and its bullets fired slowly but its initial and final velocity variables were set to 1000 and I don't know whats the measure of those. 1000 world units/sec?
I'm not talking about the rate of fire. Like, the bullets would fly slowly through the air.
That's odd, try comparing the bullets of the smg with the bullets of the assault rifle and see if theres something you missed out, i seem to remember there was a "limit" for how fast the bullets would move though, i remember having issues because after a certain speed my projectiles would slow down.
I set them to use the same projectile and still had the same effect...
Current Questions:
1. How can I set a bullet projectile's detonation range? So bullets fly farther without disappearing?
2. How can I set a bullet projectile's speed when flying?
Double Post:
How do I set up a device_control to execute a script? Or moreso, how do I set up a device_control to do anything at all besides start a sound or effect?
Your mentality is backwards. You write a script to continually check the state of a device, and then the script does something based on the position of the control.
(Remember, the semicolons denote comments in BSL.)Code:;;Basic device script for solo maps
(script continuous devicescript
(if (= (device_get_position myswitch) 0) ;If
(device_set_position mydoor 0) ;Then
(device_set_position mydoor 1) ; Else
)
)
Ahhhhhh. That makes a lot more sense.Any way I can set the device_set_position for a group of objects? Say, if I put them in a device group?
Got it...
How can I set the orientation of a projectile? For example, a rocket shoots with the same projectile orientation, nose away from the person). How would I do this with something like a bomb or C4? Something that falls rather than shoots, but always falls in the same orientation.
I believe the only real control you have over projectile orientation is the "oriented along velocity" flag in the tag, which is pretty self-explanatory.
that works, thanks lag
In sapien, every time I load it the MDI windows reset. For everyone else, does your window setup stay the same each time sapien is loaded? If so, how do I make mine do so as well?
That's how mine starts every time, but I was looking through tutorials and right when he loaded sapien, his windows were all in different places as opposed to standard cascaded/minimized windows.