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vodka-kyo
09-27-2009, 07:27 PM
Hello.
I started to create single player maps for COJ2
but I need more tutorials to continue.
I have 6 months of exprérience on Sandox 2 (crysis), so I found lot's of things by myself, but slowy.

the next point will be useful for me, and will also for the comunity:


-Paint a map (mountain-ground) when you chose
an empty one and add background image of the map

-add areas that are triggered or appear/disappear elements, character, music or action. (on enter or leave an area for exemple)

-Create a Cut-scene / lips and body animation, multiple camera.

-Add our own sounds, and musics.

-Make follow a path to a person or vehicle.

-Add particule effects, smoke, fire, cloods, water, light....etc...

-Where put some scripts of action ?
(change time of day in-game, launch movies or cut-scene, make appears/disappear any things with a counter of time, go to the next map, subtitle for multi-languages...etc...


So if anybody have time to create some tutorials, that will be great.

vodka-kyo
09-28-2009, 10:41 AM
He'll also interesting that players as "koczkodan-dg" or "Aztec" or "Melon" gives us ".Map" contained in their folder "my doc/COJ2/data/mapsextra/name-of-map". We can of course learn by looking through the "Editor" as do many things.

seir
09-28-2009, 02:11 PM
-Paint a map (mountain-ground) when you chose
an empty one and add background image of the map

See "Using brushes" video tutorial or just go to "Brushes", use "Terrain Detail Brush" 1/2 + Removers. There are 3 layers of different terrain detail textures for each map theme (arizona, mexico, california).


-add areas that are triggered or appear/disappear elements, character, music or action. (on enter or leave an area for exemple)

In "Mesh browser" go to "All" and from "Type" choose "Sensor". In "Class" you can change sensor from "Box" to "Cylinder". Now place this object on your level, double-click on it and you should see its attributes ("Object attributes" window).

In "OnEnter" you can add actions that will be released on sensor enter. Those actions can be spawned allways (OnEnterTimes -1) or once (OnEnterTimes 1) or twice (OnEnterTimes 2) and so on... When it's set to "1" it will automaticly disable but it's still reusable (you can turn it on again with act_EnableDisable).

Keep all your sensors disabled ("Enabled" turned off) and enable it (with "act_EnableDisable") only if it's required.

To enable music use act_Music. You'll need to create "Music" object on map and assign .ogg file to this object.

Appear/Disappear of objects - use act_AppearDisappear.

There are also Trigger in object's list. It's invisible and will be started when "Condition" will be "True".


-Create a Cut-scene / lips and body animation, multiple camera.

That's advanced. Soon there will be some video tutorials showing how to make it.


-Add our own sounds, and musics.

Place your .ogg files in "MapsExtra/<mapName>/Sounds" and use "act_Music" (with object "Music") to play music or "SoundEmmiter" to play sounds.


-Make follow a path to a person or vehicle.

Who will follow what? Tell me how scene should look like and I'll tell you.


-Add particule effects, smoke, fire, cloods, water, light....etc...

In Mesh Browser go to "All" > Selections/FXSelections". Clouds are generated by engine - that's not FX. To creat light place "DynamicLight" object on your map. Double-click on it and go to "Dyn. Light" to modify settings.


-Where put some scripts of action ?
(change time of day in-game, launch movies or cut-scene, make appears/disappear any things with a counter of time, go to the next map, subtitle for multi-languages...etc...

Everything is on sensors and triggers.


So if anybody have time to create some tutorials, that will be great.

Yes, with pleasure but it will take some time.

goatflaps
09-28-2009, 09:42 PM
Impossible to learn and understand from fast forward silent tutorials.

vodka-kyo
09-29-2009, 03:36 AM
First of all thanks you very much http://forums.ubi.com/images/smilies/11.gif , and sorry for my bad english.



***Create a Cut-scene / lips and body animation, multiple camera. ****
That's advanced. Soon there will be some video tutorials showing how to make it.
I hope so ^_^ this is an important part to make good single player map... I see in advanced mode ("record" and "camera") but for the moment I don't find the time to search this by myself.


Who will follow what? Tell me how scene should look like and I'll tell you.

You're in a vehicle, and you shoot the enemies who chase you .. The vehicle follow by itself a path (may be waypoints) and the enemies follow other way and the same to attack you ...

Or you made a cutscene, a character who is moving and speaking to another and come back in front of you to speak with you ... so he moves and uses also a "follows path" we need also to chose the speed stance; "Run" "walk"

I think, lot's of that things are on sensors and triggers :-)


By the way, I meet a problems.
I can't put COW and Characters who are not enemies.(I can put only models which can't move)
I put a donkey ("basic element" like chicken) and change its skin to Cow ( the cow moves but it is not animate.)

I try to put enemies ("basic element") and change their stance enemie to friendly ^_^ but it's not the good way.

This kind of little problemes can be resolved easily (and fastly) by watching other map.. but we can't open it on the editor http://forums.ubi.com/images/smilies/bigtears.gif

One more time, thanks you very much for the big help already give http://forums.ubi.com/images/smilies/25.gif

Tinker1971
09-29-2009, 07:28 AM
Originally posted by goatflaps:
Impossible to learn and understand from fast forward silent tutorials.

What video program are you using? Worked fine for me using VLC PLAYER (http://www.videolan.org/vlc/)

By watching the vids once, I had a small play area with some bad guys to kill, and a headguy to find and duel with, all done in under 20 minutes. Not much, but not bad for a short time.

Piccy (http://www.ghostrecon.net/filemanager/Tinker/COJ/chrome-01.JPG)

Looking forward to some custom SP soon.


vodka-koy

I can't put COW and Characters who are not enemies.(I can put only models which can't move)

Yep, would be nice to have civilians walking around freely.

http://forums.ubi.com/images/smilies/25.gif

vodka-kyo
09-29-2009, 07:43 AM
Originally posted by Tinker1971:
Yep, would be nice to have civilians walking around freely.
http://forums.ubi.com/images/smilies/25.gif
You can put enemies talking (basic elements), and double left click on it... in "AI"-"cConflict side" put NEUTRAL or NEUTRAL-TOUCHABLE

It's not the good way i know, but it can be usefull for futur to know this.. You can also change skins.. but can't put a woman skins with this tricks...

Also skins of child will be usefull ^_^

seir
09-29-2009, 08:01 AM
We are making tutorials that will answer your questions.

vodka-kyo
09-29-2009, 08:53 AM
I am impressed by such a commitment has helped us understand the Chrome engine 4.

When I was working on Crysis, the tutorials was mainly done by the players. (I've made huge for beginners)

Really thanks


I see that lots of thing are in "object atribute" and action on.... act_*** (that realy help to know this things)



I can't find "dollar bag; Gold bag" to place theme in our map. ( probably don't put the good string on 'mask') Dollar, silver, gold, money, bag... nothing ^_^

And how to set for the player; weapons, bullets and money at the start of the game... disable all, give only the gun...etc have 60$


the biggest difficulty when using an editor, it really to start, even with the experience to another.

(sorry to bother you with all these questions)

seir
09-29-2009, 10:04 AM
I can't find "dollar bag; Gold bag"

Try "*bag" (don't forget about *). It should be called "sandbag" with skin "bank". It's big so you'll need to scale it down.


And how to set for the player; weapons, bullets and money at the start of the game

Open file "<MapName>_StartProp.scr" with WordPad and see what's there. You can give some weapons, money, item etc. for Ray or Thomas.


the biggest difficulty when using an editor, it really to start, even with the experience to another.

ChromED is totally different than other editors http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Quick reply to older post:

This is the setting to make a neutral civil:

1) In "Mesh browser" go to "All" section and: "characters/man/man.msh" (or "characters/woman/woman.msh"). Put this model on level. It should have class "NewAIHumanCoJ2". Now use this parameters to make neutral guy that can't die:

http://img524.imageshack.us/img524/7629/neutralai.jpg



And his waypoint:



http://img182.imageshack.us/img182/7784/neutralaiwaypoint.jpg

vodka-kyo
09-29-2009, 10:06 AM
Originally posted by Tinker1971:
Yep, would be nice to have civilians walking around freely.
http://forums.ubi.com/images/smilies/25.gif
Found:

In "Mesh browser" go to "All" and from "Type" choose "Sensor". In "Class" change sensor from "Box" to "Cylinder".
Put in on your map, and use scale to grow up.

In "Mesh browser" in "all or model" in section "mask" tape woman...
Put woman on ground and rename it as you want.

Double click on sensor: in "Conenter" add an item name "act_appear",

in "ctarget <iact appear>" select your woman.

When player enter in the sensor women appears...
so make a big sensor... and use it to add all basic element you want on your "city"

Dont forget to disabled woman and element in "sensor out" for memorie of our own PC.

vodka-kyo
09-29-2009, 10:20 AM
Originally posted by seir:
Try "*bag" (don't forget about *). It should be called "sandbag" with skin "bank". It's big so you'll need to scale it down.

My god ^_^ It is a secret hiding place


ChromED is totally different than other editors http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
Fortunately there are still points in common with others.



This is the setting to make a neutral civil:

Don't forget to cancel "BdisappearOn Start" without sensors.
(That's why I could not put cows and civilians, that f***ing detail.)

One more time thanks http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

Groucho2
09-29-2009, 02:46 PM
Fantastic thread! Seir You are the best! You need to provide us with your bosses email address so we can tell him how GREAT of a help you have been to us.

vodka-kyo
09-30-2009, 09:10 AM
I put "civilian" man and woman...
Default: neutrale_touchable
default alarm level: calm
man skins are with weapon, and guns are on their inventory


I created a trigger and in this one, I say to chrome engine to change stance of Man wen woman as been kill by player. (stance change to: "Player_counter")

When I kill woman, Stance of man change well. they look at me and want to kill me, but they can't take their weapons... Arms Animation is repeat many time but they can take their guns.

I try to change: when_alarm level is "ALARMED"
so "holster-being-weapon"... But no result

when man are in default alarm_level: "Alarmed"
Gun are takes in start of game without any probleme. No other solution on this time.


- I put some sound in OGG on my map, when any sound are lauch in game, I have got a little freeze (1/2s) why ? (GTX 285 ram: 2000 mo, 2 hard drive in raid 0 )

seir
09-30-2009, 10:17 AM
"Alarm level" is not all. Befote "SetAlarmLevel" you'll need to use ChangeWaypoint - this man should ChWp on waypoint with mt_None, bhv_EditorAttack and also you need to create FightNote and assing it in bhv_EditorAttack. Then you can change alarm level to "_Alarmed".

Don't know nothing about freezes. Check is this sound's fault.

vodka-kyo
09-30-2009, 11:01 AM
Thanks for alarm level http://forums.ubi.com/images/smilies/11.gif



Don't know nothing about freezes. Check is this sound's fault.
I put my sound on:
D:Call of Juarez 2\CoJ2\Data\MapsExtra\mapname\sounds

and the last one for a test on:
c:\doc*seting*\my name\My doc*\Call of Juarez - Bound in Blood\data\mapsextra\mapname\sounds


But for the last one I put a OGG (duration: 29m ) so 30 mo.
The freeze with this sound is long about 6s.
(sound is launch by "sensor" and "Emiters")

So I thinks my sound aren't load with the map, but in game.... In our PC, the map is not compiled completly ? Maybe upload on your site fixe this bug ?

seir
09-30-2009, 01:41 PM
29 minutes!?!

You CAN'T do that http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif This file is loading, that's why there's freeze...

vodka-kyo
09-30-2009, 02:58 PM
Originally posted by seir:
29 minutes!?!

You CAN'T do that http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif This file is loading, that's why there's freeze...
Yes it was just for test.

29 minutes 30 mo (6 seconds of freeze)
10 seconds 300 kO (0.3 seconds of freeze)

All game's sounds are loaded in the launch of the map,
<span class="ev_code_BLACK"> how do I do to load mine at the same time ? </span> (0.0 second of freeze)

error
Link your unlinked selections with selection linker before building the map! The following selection are not linked:

Activator_QuestGiver01
Adversaries_enemy...
Adversaries_enemy...
Adversaries_enemy...
...all 30 enemy items...

<span class="ev_code_BLACK"> How link and to what ?</span>

Warning
weapons object position 0.0.0
weapons object position 0.0.0
weapons object position 0.0.0
weapons object position 0.0.0
...all 30 weapons item....

<span class="ev_code_BLACK">May I have to delete All ? or do nothing. </span>

seir
10-01-2009, 12:57 AM
how do I do to load mine at the same time ?

Not possible.


Link your unlinked selections with selection linker before building the map!

See tutorial: "Creating quest"


Warning
weapons object position 0.0.0

This is our bug, you can ignore it.

vodka-kyo
10-01-2009, 02:49 AM
Thanks a lot ^_^


Originally posted by seir:
Not possible.

http://forums.ubi.com/images/smilies/compsmash.gif Ok so whith a black screen with a title in start of the map, I will load all this sound.


I Put "dollars bag" with sandbag_b, but I can't use it. I create sensors and trigger, when player walk on it... with "instant_player_money_income" player win dollars, but I can't Hide the bag after this.
It is not realy the good solution ^_^
<span class="ev_code_BLACK">(sand bad havent got any "use" or "trigger" propertie)</span>
<STRIKE>Not found how display message "you found a secret"</STRIKE> "act_instant_action" "display_subtitle"


I Can't find also (nothing in "object_list" and "atribute") How make same thing like "ShoopKeeper_GunShop"

<span class="ev_code_BLACK">Lock an object and display Price ans stats</span>
to can buy it. ( I want Horse cost money and one door cost money to open it http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif )


Last, I create some quest, and in one of this,
no "text" appears on "info" display message
I change the text in the "object list" (object quest) because it is probably a string error but, nothing change. Text won't be able to modify in game.

vodka-kyo
10-04-2009, 04:07 AM
Originally posted by vodka-kyo:
I Put "dollars bag" with sandbag_b, but I can't use it. I create sensors and trigger, when player walk on it... with "instant_player_money_income" player win dollars, but I can't Hide the bag after this.
<span class="ev_code_BLACK">(sand bad havent got any "use" or "trigger" propertie)</span>

<STRIKE>Lock an object and display Price ans stats .</STRIKE> "M_ForSale"
<span class="ev_code_BLACK"> Where Can we change Price ?</span>

For elements who havent got "M_ForSale" I find a solution with "yes-no_action" but you can still pay even if you do not have enough money. <span class="ev_code_BLACK">I can't find how to "check" if inventary money player is enough with a "condition"</span>

<span class="ev_code_BLACK"> UP </span>

seir
10-04-2009, 06:39 AM
if inventary money player is enough with a "condition"

cnd_IsPlayerCarring:
- MoneyAmountToCompare - how much money
- CheckType - LESS, MORE, EQUAL


Where Can we change Price ?

That's in game code I guess... http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif


(sand bad havent got any "use" or "trigger" propertie)

Change its class to "TriggerObject", turn on "ActiveTrigger" and in "OnExecute" you can disappear bag, play sound and add money to players inventory http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

vodka-kyo
10-04-2009, 08:07 AM
Originally posted by seir:
cnd_IsPlayerCarring:
- MoneyAmountToCompare - how much money
- CheckType - LESS, MORE, EQUAL
I already find this but <span class="ev_code_BLACK">I couldn't change the number of "MoneyAmount", it stayed in grey (0)</span>
so I thought it was not the solution http://forums.ubi.com/images/smilies/bigtears.gif http://forums.ubi.com/groupee_common/emoticons/icon_mad.gif
( in losing my time to search this, I
fortunately found lost of other things http://forums.ubi.com/images/smilies/typing.gif )
<span class="ev_code_BLACK">
So why I can't put 20$...100$ why it's in grey ???</span> http://forums.ubi.com/images/smilies/bigtears.gif (even if I chose a target "player" or "Ai" or "nothing')

Thanks for all your help ^^ with this last things
I think I know enough to make tomorow a tutorial for
the beginners...( worst than me )

seir
10-04-2009, 11:51 AM
Grey means "default parameters". You can set it to 50 and 50$ will be added to players pocket.

If you'll change field's value to 50 then you can select whole filed and press SHIFT + DEL to switch back to default value. It will also change color to gray...

Use act_InstantAction > InstantPlayerMoneyIncome to add cash and use condition cnd_IsPlayerCarring to check how many bush player already have.

vodka-kyo
10-04-2009, 12:26 PM
Sorry but I don't understand your answer.
Maybe I don't ask the good question, maybe my english is worst than I think.
To be sure:

It's not possible to me to change this value: (click or write do nothing) ("carried object" with an element don't change anything)

http://i38.tinypic.com/17zskx.jpg

seir
10-04-2009, 01:05 PM
Oh, I see. That should work fine. I'll report this issue to dev team tomorrow. Please be patient http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

vodka-kyo
10-04-2009, 01:33 PM
Ok thanks.. ^_^ So this bug appears on the 3 different PC where I used this editor.

vodka-kyo
10-06-2009, 02:57 PM
I found how to add camera view, create film01 and add keyframe, and set up this keyframe to be a camera.... but I still don't know how to create a little cutscene, move camera and launch this movie.... realy need a little tutorial for this...

I also want to create 30 (9 for the moment) characters who mount on horse and follows a path.
-- But with my creation, sometimes horse FLY
and follow waypoint in the sky,or stop at a waypoint and turn around, then (after 10 seconds) follow all the next waypoint http://forums.ubi.com/images/smilies/compsmash.gif (I use the same way of the wagon in basic element) but no wagon, only horses.

I think when man mount on horse, I said to the man to follow waypoint. Each waypoint are use by 2 horses.

seir
10-06-2009, 03:19 PM
Cinematic tutorial is on the way.

One waypoint route can be used by AI (guy, horse) at one time.

Engine won't handle 30 horses at one time.

vodka-kyo
10-06-2009, 06:03 PM
27 guys and horses (54 AI) want the same waypoint.
And run to be the first to reach it. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

25 FPS is still acceptable. Chrome engine is a killer ^_^ never underestimate it...

vodka-kyo
10-07-2009, 03:03 AM
Can we stop the function of desapear Dead body ? I don't find it... I need <span class="ev_code_BLACK"> Marisa</span> dead body on a ground. Can't change soldier or indian female skins to Marisa.

It is posible for us to use sounds and pictures on loading of the map (like in your game) ?
I don't find where it is for the moments.

seir
10-07-2009, 05:44 AM
Place "woman.msh" on map, change its class to "DeadRagdoll" and use physics impulses to move the ragdoll http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Loading screens can be modified only on MP game http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

vodka-kyo
10-07-2009, 06:13 AM
Thanks


Loading screens can be modified only on MP game http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif
Bad news..I want use it for the story... http://forums.ubi.com/images/smilies/compsmash.gif http://forums.ubi.com/images/smilies/bigtears.gif
Maybe we can launch .BIK .WMV or some .Jpeg in full screen in-game ? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

seir
10-07-2009, 10:48 AM
You can create static cinematics or create a texture from the image, assing this texture to object and show it in game http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

vodka-kyo
10-07-2009, 10:58 AM
I don't know how to assigne texture to an object but before this, I need to know how create cinematics.. so.. I will look for this way a few later.... when tutorial ready ^_^ thanks for your help http://forums.ubi.com/images/smilies/25.gif

seir
10-08-2009, 01:19 AM
You need to make your own model in 3DSMax or Maya.

vodka-kyo
10-08-2009, 03:21 AM
For other player who read:
http://usa.autodesk.com/adsk/s...D=123112&id=13578047 (http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=13578047)

When I put "water_dummy.mesh" "water_pudle.msh" "watercircle.mesh" I see it in my map but no in-game.. Why ?

seir
10-08-2009, 03:29 AM
I've reported that to programmers.

vodka-kyo
10-08-2009, 10:22 AM
One more time need your help..
I want to create.. a big section of platform gameplay for a quest..

So I need to know how to use "Lasso"..
I find 3D element like "lasso_hanger"
I see when we put a waypoint we can transform it in "mt_lasso_climb"....

But it's not enough to use Lasso in-game ^_^
How may I have to do ?

seir
10-08-2009, 12:36 PM
Go to level settings and you have "ClutchableObjects" there. Add your lasso hangers there.

vodka-kyo
10-08-2009, 03:06 PM
OK I found It... but the value is EMPTY, and I cannot add nothing ! Maybe I don't know how !

http://i34.tinypic.com/j7c176.jpg

In "touls" "map_setting" when we choose WATER... property are DISABLED by default.
that's why no water appears when we launch the game...

vodka-kyo
10-09-2009, 08:49 AM
Also, I want more elements, so, I Go on folder of COJ1 ^^ and I stoll in object folder, Train and BOY... but in th game.. they appears in yello... May I have to do somthings to import textures on your game.

seir
10-10-2009, 10:45 AM
Models from COJ1 are made a bit different so they are not compatible. It's differen technology.


Click on ClutchableObjects, now aim cursor on object that should be as clutchable, RMB click on it and choose option "Add <object> to <objects_list>"

http://img210.imageshack.us/img210/309/clutchable.jpg

wookash_b
10-10-2009, 12:33 PM
Great thread! I will join in asking my questions.
Is there a way to open downloaded maps in the editor?

seir
10-10-2009, 01:57 PM
No, you need a .map file.

vodka-kyo
10-11-2009, 07:23 AM
So you can use private message or cojfan Forum, to ask player, if they are agree to gives you their map... By mail...


To Seir: things that appear to you easy and rubbish can be very complicate to understand and solve for stupid _*** like me.
I am aware that lots of my questions can be completely stupid therefore I thank you very much for your kind help.

wookash_b
10-11-2009, 01:49 PM
I tried to create a InstantLookAt action so that the player view can be directed towards a specific object. I have seen similar mechanic in the game, but for some reason I can't quite make it work. Is InstantLookAt just for AI to use or also for the player? How should I set this up so that player can turn his head and look at something at a given moment?

Eltaar
10-12-2009, 02:06 AM
InstantLookAt is an action used to divert AI's head in a certain direction, using it is however not recommended. It is better redirect AI to a waypoint with bhv_LookAt.

If you want to turn player's camera into a certain direction, use act_PlayerControl. This action is capable of controlling most of player-related behaviours, such as the ability to shoot, look around, use concentration mode etc.

To make player look at a single object, add this object in the cLookAtTargetObject field. Keep in mind that since using PlayerControl will override player's ability to look around, it is necessary to use this action again to undo the camera-lock. See the example below:

http://img117.imageshack.us/img117/4549/playercontrol.jpg

BurningGeneral
10-13-2009, 01:53 AM
Hello.
Is there a possibility to brush the ground on a Californian map like the ground on a Mexican?
I tried using Mexico Arizona ground and sand but I only get stones and plants. I need sand http://forums.ubi.com/images/smilies/compsmash.gif

assassin2601
10-13-2009, 08:37 AM
To Seir: I have got a bug thye same as vodka-kyo. He wrote about it on the firs page, but your answer was about the alarmed man. When i put a single man with a ConflictSide COUNTER PLAYER when he wants to kil me his arm animation repeats many times. What i should to change to fix it?

vodka-kyo
10-13-2009, 09:20 AM
Originally posted by assassin2601:
To Seir: I have got a bug thye same as vodka-kyo. He wrote about it on the firs page, but your answer was about the alarmed man. When i put a single man with a ConflictSide COUNTER PLAYER when he wants to kil me his arm animation repeats many times. What i should to change to fix it?

You can use, what I prepare for player in this page.
http://forums.ubi.com/eve/foru...1002687/m/1401057397 (http://forums.ubi.com/eve/forums/a/tpc/f/3901002687/m/1401057397)
You can also use your caracters, but by default put "alarmed" on alarme_level.

wookash_b
10-13-2009, 02:19 PM
Originally posted by Eltaar:
InstantLookAt is an action used to divert AI's head in a certain direction, using it is however not recommended. It is better redirect AI to a waypoint with bhv_LookAt.

If you want to turn player's camera into a certain direction, use act_PlayerControl. This action is capable of controlling most of player-related behaviours, such as the ability to shoot, look around, use concentration mode etc.

To make player look at a single object, add this object in the cLookAtTargetObject field. Keep in mind that since using PlayerControl will override player's ability to look around, it is necessary to use this action again to undo the camera-lock. See the example below:

http://img117.imageshack.us/img117/4549/playercontrol.jpg

Brilliant, this works very nice. One more question about actions in general. I assume they are executed sequentially in the order they are listed in a list, right? But sometimes there is a number next to the event name field, on the left hand side. This appears for the quest events as far as I noticed. What does that number mean? Why user created actions do not have these numbers?

assassin2601
10-14-2009, 09:15 AM
I've got a problem with explosives. When the fxemiter strats by sensor there isn't a explosion sound. I know that i can put this sound by another sensor, but it's uncomfortabele.

seir
10-14-2009, 12:19 PM
Use "InstantActions > InstantExplosion".

Use "Marker" as position of the explosion.

vodka-kyo
10-14-2009, 04:52 PM
When I use "clutchable" object, the engine add in game a kind of "locator" with a rope picture. Can we disable this automatic locator ? Not the circle red, but the rope !

seir
10-15-2009, 01:08 AM
No http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

assassin2601
10-15-2009, 09:53 AM
How can I make the NPC, who holds some objects during cut-scene?

EDIT: Another question. Is it posible to make Thomas as a Ray's partner?

seir
10-15-2009, 10:26 AM
Place object to be carried on level, add it as actor in movie, use "Attach" to attach the object, double click on it, in "Parent" there should be name of object that will "carry" selected object. Now in "Element name" look for proper part of the body where object is.

assassin2601
10-15-2009, 10:48 AM
Ok. Thanks. And what about the partner as it was in original Coj2? Is it also "advanced"?
PS> It would be easier to comunicate with you in polish, cos my English isn't as good as i want.

vodka-kyo
10-15-2009, 12:40 PM
PS> It would be easier to comunicate with you in polish, cos my English isn't as good as i want.
With english... (I am french) all customers can understand your sentences... So we all learn with all the question ^^ now I know how "attach" item for future..

seir
10-15-2009, 01:38 PM
You mean like cooperative brother on campaign missions? Create normal AI, change its class to "*Coop" and conflict side to "Counter player". Now you need to create waypoints and change your AI behaviors in some actions. That's a lot of work to do and it's hard to describe... Maybe later in video tutorials.

wookash_b
10-15-2009, 02:51 PM
1) I just tried out the "player select" tutorial. I followed the tutorial and was happy with the results, everything worked. However I noticed I got a warning about revolver mesh placed in 0,0,0 coords. In fact there was a revolver there. So I decided to delete it, and then I had a crash on trying to build the map, also I cannot load the map, it crashes because that objects is missing. Any idea how to fix that? Or do I need to start over again? What is this thing with revolver in 0,0,0 anyway?http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

2) Is there a way to start the editor in advanced mode at every launch?

xHenry666x
10-15-2009, 07:53 PM
I already asked this in the announcement thread, but maybe you missed it:

I created a short movie as intro for wild west legends mode:

"When I add my movie to m_NetObjectivesMovie<Movie> as intro for wild west legends it says that its invalid, got it to work with a sensor though, anything special I need to know for that ?"

seir
10-16-2009, 01:03 AM
Henry: Who said it's invalid? Can you post screenshot?

Wookash: 1 - don't worry about that error. Ignore it. Sad thing is that you can't fix that. 2 - I was checking registry and some config files but I couldn't find this option. I'll ask programmers when they'll get back http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

KirGen1982
10-16-2009, 04:25 AM
I have a trouble with player select.
When I run my map first time, all is working fine. But if to restart the level, camera loses it's position on player select screen.
What's that?

assassin2601
10-16-2009, 11:04 AM
Unfortunetaly, I've got the same. I think it's an engine's bug or something and it will be repaired in next version. BTW> When do you plan publish next version?

xHenry666x
10-16-2009, 11:38 AM
This is what I get seir:

http://img156.imageshack.us/img156/8941/errorvl.jpg

The movie is just a camera that goes around the map, nothing fanzy and it works when I start it with a sensor.

vodka-kyo
10-17-2009, 06:32 AM
Yes ^^ Chrome engine for player have some bug,
we wait un update that shure.. But we are very happy to can work on it. http://forums.ubi.com/images/smilies/25.gif

My first map will be finish soon..
But tow things missing for me...

- <span class="ev_code_BLACK">I don't find how disable, the bullet time for the player.. </span> (I wan't player can use it only after some mission)

-Second is; I don't find how to active on map finish, <span class="ev_code_BLACK"> start the next level "map xxx"</span>

I wish, I will finish the end of my story before the end of map contest http://forums.ubi.com/images/smilies/typing.gif
Thanks for the Crome engine editor...

seir
10-17-2009, 12:10 PM
To disable Concentration Mode use act_PlayerControl, find BulletTime and disable it. When you want your CM back, enable it with the same action.

vodka-kyo
10-18-2009, 03:23 AM
Thanks for your reply!

We can only start or stop it with this action.
Stop: don't disabled for all the map and don't bock the "counter of kill" (HUD) on up and right of the screen. Maybe we have to use an "act_varlist" or "act_script" ? But wich varlist!

http://i37.tinypic.com/29z8kcj.jpg

wookash_b
10-18-2009, 08:17 AM
Is there a way for AI to figure out that the player is holding them at gunpoint (aiming at them)? I would like to trigger some actions when player aims at some neutral AI, what would be the best way to do it?

xHenry666x
10-18-2009, 02:26 PM
Still no idea about the wild west legends intro movie problem ?

here`s more screens with all the steps I did:

http://img43.imageshack.us/img43/8044/error1hm.jpg

http://img193.imageshack.us/img193/409/error2l.jpg

seir
10-20-2009, 01:25 AM
vodka-kyo: Sorry, that's ePlayerConcentrationMode: Enable/Disable

wookash_b: You mean when player is aiming at AI. Create Trigger and set some actions that should happen when player is aiming at AI. Now set condition "cnd_ObjectVisibleByPlayer". "Target" is te obiect that player should be seen to run actions from trigger."Interval" is the time how long player should look at AI.

xHenry666x: I'll check that http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

mikethemelon
10-20-2009, 02:05 AM
Originally posted by xHenry666x:
Still no idea about the wild west legends intro movie problem ?

here`s more screens with all the steps I did:

http://img43.imageshack.us/img43/8044/error1hm.jpg

http://img193.imageshack.us/img193/409/error2l.jpg

maybe this movie will help you
http://www.youtube.com/watch?v=SCNwaapB5xc

xHenry666x
10-20-2009, 03:00 AM
thank you, that helped, didn`t add the movie to historical.eds http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif works now.

mikethemelon
10-20-2009, 03:18 AM
btw Henry, your map The Mine is impressive, great job http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

vodka-kyo
10-20-2009, 07:22 AM
Originally posted by seir:
vodka-kyo: Sorry, that's ePlayerConcentrationMode: Enable/Disable

Thanks.. FOr all player, to find this variable, and some other one, don't forget to active in the bottom of the page: " Display advanced atribute"

xHenry666x
10-20-2009, 01:46 PM
Originally posted by mikethemelon:
btw Henry, your map The Mine is impressive, great job http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Thank you, had just uploaded it a few hours before you gave me that final hint for the movie... urm... well, it will be in version 2 then http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif.

vodka-kyo
10-20-2009, 03:42 PM
When a female die... she scream like a man ! ^^
I don't found how to change this...

Eltaar
10-21-2009, 03:03 AM
There is an attribute called sDefaultSoundPaths, you will have to enable advanced attributes display to be able to change it. Try to set it's value to 'woman' (without the quotes).

vodka-kyo
10-21-2009, 04:56 AM
That's better thanks...

assassin2601
10-21-2009, 08:54 AM
Is it possible to allow player shoot from moving wagon? And how can i "stick" some objects to the moving wagon for example a gatling?

vodka-kyo
10-21-2009, 10:16 AM
Shure you can, in the game they make this.

Originally posted by seir:
use "Attach" to attach the object, double click on it, in "Parent" there should be name of object that will "carry" selected object. Now in "Element name" look for proper part of the body where object is.
Something like that to attach gatling to wagon.
Remenber that Ray can carrie a gatling with this hands.

BurningGeneral
10-21-2009, 01:44 PM
Originally posted by seir:
Place object to be carried on level, add it as actor in movie, use "Attach" to attach the object, double click on it, in "Parent" there should be name of object that will "carry" selected object. Now in "Element name" look for proper part of the body where object is.

Hello,
I want to add a derringer to an actor, but it doesn't work. I put the derringer on the map and put it as an actor in the timeline.
Then I put "man004[actor]" under "Parent" and selected the hands. But the derringer still lays on the ground. What have I forgotten?
Where do I find "Attach"?

seir
10-22-2009, 01:51 AM
Place gun in his hand, change gun "Type" ("Class") to "Actor" or "ModelObject", attach gun to man, in "Element" find "Left Hand" if gun is in left hand.

Path to "Left hand":
bip01 > bip01 pelvis > hspine > bip01 spine > bip01 spine1 > lclavicle >bip01 clavicle > bip01 l upperarm > bip01 l forearm > bip01 l hand > left hand

http://img38.imageshack.us/img38/1044/lefthand.jpg

BurningGeneral
10-22-2009, 02:06 AM
Thanks!! http://forums.ubi.com/images/smilies/25.gif

vodka-kyo
10-22-2009, 08:58 AM
I made an error. I made deasappear or disabled the HELPER Square when I clic on an object.

I have got only the move object helper.
I don't find how to enable the square.

http://i33.tinypic.com/n2ikh1.jpg

seir
10-22-2009, 10:39 AM
In "Advanced Mode" go to "View > Rendering... > Objects > Object Selection Boxes > Render"

Also you need to turn ON option "Render Attributes Visualisation" to see connections between waypoints.

BurningGeneral
10-22-2009, 12:00 PM
How can I add a bullet [smallammo] to a cutscene, so that it "flys" out of a pistol?

assassin2601
10-22-2009, 12:10 PM
There are bullets (for example short_ammo_a.msh) that you can animate just like in the tutorial movie (moving lift). Also you can add a bullettrial.msh to make it as in the slow motion (see it in the editor)

BurningGeneral
10-22-2009, 12:29 PM
Oh, sry I just didn't watch the tutorial up to the end by now...:P

assassin2601
10-24-2009, 06:54 AM
Is there any way to disable grass in a game(not in editor). It's annoying when grass is on the building's floor.

xHenry666x
10-24-2009, 07:15 AM
Originally posted by assassin2601:
Is there any way to disable grass in a game(not in editor). It's annoying when grass is on the building's floor.

just use the grass remover brush to clear the grass from the floors.

BurningGeneral
10-25-2009, 01:20 PM
Please can you add a Tutorial about creating a "Coop-Mission"?
I really need it because i want to create singleplayer map for the competition. http://forums.ubi.com/images/smilies/bigtears.gif

wookash_b
10-25-2009, 02:37 PM
How can I create a dynamite placement spot, so that player has to plant dynamite in a certain spot as an objective?

BurningGeneral
10-25-2009, 03:28 PM
You have to put a dynamite on the map and just change the skin (from "Default" to "Red"). Then you have to create a new objective and use a trigger I think.

BurningGeneral
10-25-2009, 03:31 PM
Is there a possibility to create a "wanted" poster out of an own picture?

wookash_b
10-25-2009, 03:33 PM
Didn't you mean poster?:P
There are a couple of skins for it. But if you want your own, I believe you need to create your own material for it. Or create a completely new object from scratch. I am looking forward to "creating and importing custom meshes tutorial".

BurningGeneral
10-25-2009, 04:05 PM
Sry, but what do you mean by crating a completely new object from scrach?
I hope you will create that tutorial... http://forums.ubi.com/images/smilies/25.gif

wookash_b
10-25-2009, 04:12 PM
I mean create a 3d object in modelling program, then create texture for it, then export it from that 3d program and import it into the chrome editor. I have not tried this yet, but maybe I will in the future as I want to add some new meshes to the game.

BurningGeneral
10-25-2009, 04:15 PM
Well, it sounds to be much work for a new posterhttp://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

wookash_b
10-25-2009, 04:38 PM
Well poster is easy to model and texture http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif but then I know nothing about importing it into chrome editor. I hope there will be a tutorial about that, if not we have to figure it out the hard way http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

seir
10-26-2009, 02:33 AM
How can I create a dynamite placement spot, so that player has to plant dynamite in a certain spot as an objective?

Place dynamite with "Red" skin, place TriggerObject at the red dynamite. In "OnExecute" you can do whatever you want. If you want to create a planting dynamite you need to disappear red dynamite, appear normal dynamite, enable sparks FX (FXEmitter), enable sparks sound (SoundEmitter) and after few seconds (act_Wait) disappear dynamite and spawn explosion (InstantExplosion).

I'll make you a selection so you'll be able to put this action on your level and analize how it's done.


Is there a possibility to create a "wanted" poster out of an own picture?

Create own model and texture from scratch.

There will be tutorials but only for advanced user that know how to model and texture. You need to pump up your modelling skills because it's not so easy.

wookash_b
10-26-2009, 07:30 AM
Thanks, I will try this dynamite placement method.

assassin2601
10-26-2009, 11:25 AM
When I put a SoundEmiter I can add some sound. But I want to hear them before adding. Where Can I find those sounds on a disk? I cannot find them evan using a Windows Search.

PS. How can I allow player to spill water from the bucket?

seir
10-26-2009, 12:27 PM
There's "Test" flag in SoundEmitter so you can test distance and volume of choosen sound.

wookash_b
10-26-2009, 03:32 PM
1) About the dynamite thing. I found that there is act_ChangeParams and you can use ParamReplaceMaterial. I thought I could use that for to change material from Red to Default but it does not work. Is this action restricted to a certain class of objects?

2) About the sparks. I do not see any sparks in the fx selections. How can I have sparks? I assume I need to type the name of the sFXNamePrefix just like in case of creating fire (Firekeg). But how are we supposed to know what are the names? Is there a list somewhere?

3) How could I create an object that could only be destroyed by dynamite explosion (planted dynamite)? I found that TNTBarrel can explode nicely but it also responds to other damage like gun fire.

4) Is there a way to create objects that will respond to explosion physics? Say I want to put a couple of planks around TNTBarrel and when it explodes I want the planks to be pushed away by the explosion. Is that possible to create?

5) How can I create a bridge that will animate it lowering. There was a good example of that in one of the missions where Thomas has to lower a bridge for Ray and William. How can I create something similar?

seir
10-27-2009, 02:15 AM
Originally posted by wookash_b:
1) About the dynamite thing. I found that there is act_ChangeParams and you can use ParamReplaceMaterial. I thought I could use that for to change material from Red to Default but it does not work. Is this action restricted to a certain class of objects?

This action is dead. It was used in previous project and for a long time nobody used this.


[2) About the sparks. I do not see any sparks in the fx selections. How can I have sparks? I assume I need to type the name of the sFXNamePrefix just like in case of creating fire (Firekeg). But how are we supposed to know what are the names? Is there a list somewhere?

"Data0.pak\Data\FX". See FX from selections as an example how to fill "FXNamePrefix" field.


3) How could I create an object that could only be destroyed by dynamite explosion (planted dynamite)? I found that TNTBarrel can explode nicely but it also responds to other damage like gun fire.

If class "TNTBarrel" don't have the field "DamageType: Blast" then you'll need to create "DamageReciever" object where this field is available.


4) Is there a way to create objects that will respond to explosion physics? Say I want to put a couple of planks around TNTBarrel and when it explodes I want the planks to be pushed away by the explosion. Is that possible to create?

Use "InstantPush" action. Show targets to push (with LawmanASP) class, set force of push and it's ready. TNTBarrel explosions can push objects automaticly when destrotyed.


5) How can I create a bridge that will animate it lowering. There was a good example of that in one of the missions where Thomas has to lower a bridge for Ray and William. How can I create something similar?

That was creaded on movie without camera and "UseLevelTrack" set to "FALSE" (OFF).

wookash_b
10-27-2009, 03:04 AM
About the bridge, I created is a DoorRequiredUse and it works pretty well http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif Apart from the fact that I can't disable it from closing. What I mean is that the bridge does not close automatically (i disabled that) but I still see the prompt to "Close" it.

seir
10-27-2009, 04:20 AM
Use act_EnableDisable on the door.

Using doors is a bit lame, I suggest you to do it on the movie.

wookash_b
10-27-2009, 11:33 AM
I also asked for some help in other topics here:

http://forums.ubi.com/eve/foru...1002687/m/2141041897 (http://forums.ubi.com/eve/forums/a/tpc/f/3901002687/m/2141041897)

http://forums.ubi.com/eve/foru...711082997#5711082997 (http://forums.ubi.com/eve/forums/a/tpc/f/3901002687/m/6171096797?r=5711082997#5711082997)

I would be grateful for help, thanks http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

seir
10-28-2009, 06:16 AM
Answered http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

wookash_b
10-28-2009, 04:03 PM
Thanks!

1) Another thing is the names of characters in the dialogs: http://forums.ubi.com/eve/foru...641080997#9641080997 (http://forums.ubi.com/eve/forums/a/tpc/f/3901002687/m/9501013897?r=9641080997#9641080997)

2) About the dynamite, I followed seir's description and managed to make dynamite planting work http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif However I have no idea how to make the spark fx move along the fuse of the dynamite. Also when I set the m_ExecuteProgress to true the triggerobject (my dynamite) is not working. There is no progress bar at all. How to fix both these issues? I noticed that in WWL there is a different class for this kind of dynamite placement, but I was not able to get it working in my singleplayer map.

seir
10-29-2009, 02:17 AM
Move spark FX on movie. Turn off "use level track", don't add any cameras. Just the FX in actor list.

assassin2601
10-29-2009, 01:51 PM
1) What is a Border Gun(in a game, in editor a frontier)? Is it some bug or something? This gun doesn't have mesh and is incredible quick and doesn't need reloding.

seir
10-30-2009, 02:06 AM
Old weapons from COJ1.

vodka-kyo
10-30-2009, 03:14 PM
I am block with a little thing. (1h30 lost without found solution)

I can't speed UP a wagoon. MT_move MT_horseRide
instant action wagoon_speed. Nothing works.

Shure I have forgot to do one thing ^^ but I don't find what.

seir
10-31-2009, 11:08 AM
act_ChangeParams > ParamWagonSpeed

It's in m/s (meters per second). Acceleration is "300 m/s" by default.

wookash_b
10-31-2009, 01:25 PM
1) Bridge and dynamite sparks now move in the movie http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif Thanks seir! The only thing I noticed is that I could not add FXEmitter as an actor to the movie. I had to add .msh object, attach FXEmitter to it and move the .msh object. Is this the right way to do it? Or maybe you actually can move the emitter object?

2) Also I thing I asked that before, how can I make the movie longer than default time? Or maybe 10 seconds is the limit?

seir
10-31-2009, 02:05 PM
1) You can use object "Marker" (blue arrow that's invisible in game) and attach objects to it to move them on the movies.

2) Right click on the created movie withe background and set time from 10 (seconds) to value you want.

fluppo
10-31-2009, 04:17 PM
quote:
-Add particule effects, smoke, fire, cloods, water, light....etc...



In Mesh Browser go to "All" > Selections/FXSelections". Clouds are generated by engine - that's not FX. To creat light place "DynamicLight" object on your map. Double-click on it and go to "Dyn. Light" to modify settings.


When i want to choose FXSelections or Selections in Type or as Class nothing appear.
What can i do?

vodka-kyo
10-31-2009, 04:18 PM
Originally posted by seir:
It's in m/s (meters per second). Acceleration is "300 m/s" by default.
I used 10 at max value... so shure this is my mistake. Thanks

Just one thing, 300 metters per second, is the sound speed ^^ very fast..but I think the "scale value" have got a multiplication factor.

Thanks for all

wookash_b
10-31-2009, 07:26 PM
Originally posted by seir:
1) You can use object "Marker" (blue arrow that's invisible in game) and attach objects to it to move them on the movies.

2) Right click on the created movie withe background and set time from 10 (seconds) to value you want.

1) Doesn't work. I just checked it. Selected the marker and then tried to add actor to the movie. It does not add the marker.

2) How could I not see this :P Thank!

seir
11-01-2009, 12:12 PM
When i want to choose FXSelections or Selections in Type or as Class nothing appear.
What can i do?

"Selections/FXSelections" are directories - not type/class


Just one thing, 300 metters per second, is the sound speed

CENTImeters per second - sorry http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif


Doesn't work. I just checked it. Selected the marker and then tried to add actor to the movie. It does not add the marker.

Weird, but I also checked it and it really doesn't work

mikethemelon
11-02-2009, 09:49 AM
cr1m3 has asked me about shift objective on Xocipilli map. Take a look on these screenshots:
http://img233.imageshack.us/img233/4035/shift01.png
http://img442.imageshack.us/img442/9606/shift02.png

I've modified NetEventsExplodingObject (red ghost dynamite) from default WWL objective.

There are displayed changed attributes only.
Rest is default. (HINT - to set default value select the field and press Shift+Del)

I hope all is clear.

cr1m3
11-02-2009, 01:51 PM
Thank you very much mikethemelon, i'm happy that you keep your promise!
This is more clear for me now and i'm gonna test this on my map.
Dont know if i manage to set the fields in the right way but i will try to.
I have not posted my question on the forum because i was sure you had exactly this specific answer and i dont want to waste seir's time for me.

assassin2601
11-04-2009, 07:49 AM
1. I want to move an object along the line. I found a class:ObjectMovedAlongSpline. I added waypoints and triggers but in a game nothing happens. How can I make sth like this?
2. How can I change default charachter's weapons?

wookash_b
11-04-2009, 10:35 AM
1) You can do it as it is presented in Cutscenes video tutorial. Add object to be tracked in a movie and change it's position in different movie keyframes. Then play that movie by using a trigger.

2) Open character properites (I key) and there is a field that says what weapons the character has. Also I think you could edit one of the .scr script files that are created autmatically with your map file. Check the folder where your map is.

seir
11-04-2009, 02:34 PM
1 - as wookash said.

2 - To modify Player's weapons on Single Player open "<map_name>_StartProp.scr". If you want to modify AI's weapons, double click on it and in field "PrimaryRight/LeftWeapon" (pistols) and "SecondaryRightWeapon" (rifles) set weapon you like to have.

assassin2601
11-05-2009, 07:59 AM
Oh right. This is in the movie, but I want to do it in the singleplayer. Sth like this was in the game, when Ray tried to pull the wagon fom the road.

seir
11-05-2009, 09:40 AM
Just don't add Camera01 to movie (add only actor) and don't enable "UseLevelTrack" in movie and play it.

It will work like bridge on the mine on the cliff level.

vodka-kyo
11-05-2009, 12:15 PM
I lock player on the back of a wagoon
with this tips:

1) Act instant action: act_attach to
parent: wagoon
child: player
2) act_freeze, physic_only
on player
3) Act instant action: act_attach to
parent: wagoon
child: player

With this, on one wagoon, my player is lock on it, and wagoon follow a path with player.

I make an other wagoon on my map and use the same tips, but that dont work.

<span class="ev_code_BLACK"> So please, what is the oficial tips to lock a player on a wagoon ? </span>

seir
11-05-2009, 12:38 PM
Download the latest Selection Package and see how our stagecoach run is made.

In short version: just use act_MountOnPlatform http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

vodka-kyo
11-05-2009, 05:13 PM
Originally posted by seir:
Download the latest Selection Package and see how our stagecoach run is made.

In short version: just use act_MountOnPlatform http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
My tips it better.. when it work,(1 time on 2 http://forums.ubi.com/images/smilies/53.gif) I have no (shake/quake) on road so it's more easy to shoot for player.

I use your tips for another part thanks,
and I saw the Selection Package, I will use it too.. Thanks to all your team.. (one more time....)

seir
11-06-2009, 01:18 AM
I can improve your method:

- place Marker on the place where player should appear on the Wagon
- attach Marker to Wagon (in ChromED)
- create ActionChain that will be executed in "OnExecuteActions" on Wagon (Class: Wagon)
- in this AC add actions: Appear Player on Marker / Attach Player to Wagon / Start Wagon (ChangeParams > ParamWagonSpeed 1200)

vodka-kyo
11-06-2009, 04:26 AM
<span class="ev_code_BLACK">To seir:</span>

Approximatly, this is what I made.
Exepted that I only used a "locator" (disable) to make my player appear in the right place.

the second time, when I used this tips, it worked, but after creating a new mission, it doesn't work anymore. And another bug appeared, the locator (boss) on this new mision completely bugs. (when I changed it from the initial place, and started playing, stars stay in the same place)

Both things aren't linked, I think a bug appear when saving my map.

Thanks for all...

Edit: In the same time I use my tips to lock some AI on another wagoon... Maybe that create some conflic.. I don't realy now.
I use on this case for my player, your tips "mountplatform". We don't have to shoot on this trip, so no problem.

edit 2: to debug the locator boss. At the start of the mission, I disabled it, and enable a new one at the place I want. so solved problem too.
<span class="ev_code_BLACK">All my problems are solved</span>
Thanks for all..one more time http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

assassin2601
11-08-2009, 05:35 AM
How can I make a counting? Is there a script I can put in subtitle?

seir
11-08-2009, 09:54 AM
InstantActions > InstantCountdownTimerStart/Stop

vodka-kyo
11-09-2009, 08:13 AM
I try to create fog volume, when player can walk inside. How I can make it ?

Also in editor, sky have some Cloud, but in game, they not appear! There is a way to enable them ?

seir
11-09-2009, 11:21 AM
Check the level of volume fog. MAybe it's lower/higher than your height od the ground.

I don't know why your clouds are not visible. Try to create new map and replace old <map_name>.scr with new one.

KirGen1982
11-10-2009, 06:16 AM
Which of actions can make player to lose? For exampe, I want to make some npc, which must not to be killed, but I can't find suitable action to use on die.

wookash_b
11-10-2009, 06:27 AM
For every Actor, also AI you have onDie event. Just place your action there and if the AI dies the action will be triggered. And make the AI take damage of course http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

seir
11-10-2009, 06:27 AM
act_MissionEnd with custom comment on end like "You killed the civilan" or "You have lost all the money".

KirGen1982
11-10-2009, 06:33 AM
Thanks.

vodka-kyo
11-13-2009, 01:50 AM
I try to make that Thomas kick closed Door like Ray.
Is it possible ? ("can_be_open_wit_big_force" value)

(If it's not posible I will use "upset_w_kik" anim In third person wiew.)

Edit;Also if it's possible that Thomas can carry a gatling.

seir
11-13-2009, 05:55 AM
We didn't trybut it should work. All man.msh skins have the same animations set.

Groucho2
11-13-2009, 07:05 AM
Originally posted by vodka-kyo:
I try to make that Thomas kick closed Door like Ray.
Is it possible ? ("can_be_open_wit_big_force" value)

(If it's not posible I will use "upset_w_kik" anim In third person wiew.)

Edit;Also if it's possible that Thomas can carry a gatling.


If it doesn't work then I believe you need to edit the "ThomasProperties.scr" file. There is a setting in that script file that I'm guessing allows that action or not. About 2/3rds of the way down in the file there is a setting called:

CanKick(false)

I would assume you need to change "false" to "true" but then I'm not sure where the file needs to be placed to work correctly. I'm still confused about how changes to files inside .pak files can be used correctly on maps.

PS: There is a RayProperties.scr as well so if we can figure out how to edit these files and use them in our maps then with what Seir said about they all share the same animations I'm guessing we could edit them to allow either character to have the same abilities such as kick in doors, use the lasso, dynamite, etc. because it looks like all of the settings are in those script files.

seir
11-13-2009, 08:05 AM
But this is local file. It won't be included in .pak file.


You want to make player as Thomas kicking door out? That's not possible because of the character preferences. Of course you can change it in script but there's no way to include it in .pak.

vodka-kyo
11-13-2009, 08:21 AM
OK, if it's not include on .pak file, I will use animation.
Thanks : Groucho2 & Seir.

I also have an other idea, In load level we have helper's text... I supose we can change this text.. But if it's not in the .pak too...

Groucho2
11-13-2009, 10:35 AM
Originally posted by seir:
But this is local file. It won't be included in .pak file.


You want to make player as Thomas kicking door out? That's not possible because of the character preferences. Of course you can change it in script but there's no way to include it in .pak.

Seir,

If you were to change the "ThomasProperties.scr" script so Thomas could use dynamite for example. Would that effect everyones map or just the map you created?

In other words does editing those script files create global effects or just effect the local maps?

vodka-kyo
11-13-2009, 11:14 AM
everyones map or just the map you created?
In other words does editing those script files create global effects or just effect the local maps?

If the file modified is in your "my map folder" it only modify your map.

If you replace a file or modify in game directory, you modified all your game.
But other player cannot have this modification.

(only if you create a MOD) But you can't upload it on the COJ serveur.

wookash_b
11-14-2009, 03:04 PM
While creating terrain for my map I noticed that shadows from the high terrain sometimes look very strange:

http://img43.imageshack.us/img43/6657/shadowse.th.jpg (http://img43.imageshack.us/img43/6657/shadowse.jpg)

What would be they way to fix this?

seir
11-14-2009, 06:07 PM
Is it near the edge of the map?

wookash_b
11-15-2009, 02:35 AM
Originally posted by seir:
Is it near the edge of the map?

Yes, but I see similar issues also in the centre of the map :/ Maybe there is a way to rotate the entire terrain (heightmap) 90 degrees clockwise or anticlockwise to fix this?

seir
11-15-2009, 10:27 AM
Go to Level Settings (Fields and Varlist tabs) and do some experiments with shadow settings.

When your terrain is near the edge and there's no shadow it's because there no places or other shadow casters that can cast shadow. Also it can happen when the mountain is very big. The shadow start point is to far from player so it's removed from the rendering. Try to avoid such a situations.

Changing the shadows parameters can cause low FPS but not in the ChromED but in game, with AI, FX and so on...

wookash_b
11-17-2009, 02:37 PM
How can I create a new brush that will add new color maps to my terrain? I watched Part 7 of Alex's tutorial and this gave me an idea how to create a new brush, I had a look at existing brushes and I still have no clue how to create a new brush that will allow me to paint new texture map onto my terrain. Say I have California terrain material and I want to paint mud_ground.dds map onto my terrain. How can I do that?

seir
11-18-2009, 01:50 AM
You need to create a new material of the terrain, place it where your map is and in "Level Settings > Terrain" select it in proper fields.

wookash_b
11-18-2009, 03:25 PM
Originally posted by seir:
You need to create a new material of the terrain, place it where your map is and in "Level Settings > Terrain" select it in proper fields.

What I meant was is it it possible to add another color map to an existing, predefined terrain material. Say I want to use terrain_mexico.mat but in some areas I want to paint mud_ground.dds texture map. From what I see in .mat and .mtt files I would have to create a completely new material that would have mud_ground.dds listed as one of the colour maps, is that right?




From terrain_mexico.mtt:

export string s_clr_0 = "rocks_ground.dds";
export string s_clr_a = "town_ground_b.dds";
export string s_clr_g = "town_ground_a.dds";
export string s_clr_c = "rock_wall_g.dds";


What does 0, a, g, c stand for? Can I add more colour maps to my material or is that limited?

seir
11-19-2009, 01:21 AM
Theres are not color maps. We call it terrain detail maps. Color map is "<map_name>_clr.dds".

0 - the main terrain texture
a - alpha channel of "<map_name>_msk.dds"
g - green channel of "<map_name>_msk.dds"
c - cliff texture


Copy old material and create new one, for example: "<map_name>_terrain.mtt" and also "*_lod.mtt" and "*_mesh.mtt" and edit these files.

vodka-kyo
11-26-2009, 06:22 AM
On a cut-scene, when I allow player, he is present but he haven't got HEAD; how enable it ?
( I want player can move on a cut-scene )

How make that some elements appears at the end of the map in "SECRET FOUND" ?

seir
11-26-2009, 07:32 AM
On a cut-scene, when I allow player, he is present but he haven't got HEAD; how enable it ?( I want player can move on a cut-scene )

Try "NoHidePlayer" in movie.


How make that some elements appears at the end of the map in "SECRET FOUND" ?

It should work automaticly when picking up object with class "SecretItemScroll".

vodka-kyo
11-26-2009, 07:37 AM
That what I use, "no freeze player" and "NoHidePlayer" but head is no present.

Nevermind... I put the camera far enough, so we will not see his head miss.

Thanks for the secret also.

seir
11-26-2009, 08:38 AM
You can create fake player model. As far as I know player allways have no head ane we used fake actors on movies to imitate Ray and Thomas.

vodka-kyo
11-26-2009, 05:31 PM
Originally posted by seir:
You can create fake player model. As far as I
Yes I know i already used this tips.
But Player can't move it. It's an AI.
My idea was to transform some First persone view in Third. Control the caractère in the Third person view. But I understant that's not posible (only without head ^_^ )

wookash_b
11-29-2009, 04:45 AM
Hi, can someone talk about level optimisation? I am building a singleplayer level that will have 6 locations in one map (like small towns etc) and already my FPS seems to go low. Currently I have 1400 objects in the map and terrain. No trees, no scripts, no AI yet. I plan to make towns hide and unhide when player is far away, so this should help keep the FPS good. Any other tips for optimisation?

seir
11-29-2009, 08:48 AM
Did you checked Alex's Video Tutorials? There are a lot of information about optimalization. The most important is to place occluders properly.

wookash_b
11-30-2009, 02:50 PM
Oh, I somehow forgot about these ones http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif Thanks!

So if my idea is to hide all towns, would it be good to place occluders within the mountains that separate the towns? The mountains are high enough to occlude anything on the other side. I will give this a try, I just wanted some tips if this is the approach COJ developers would use.

seir
12-01-2009, 01:24 AM
Yes, these are few methods of hiding the occluders:

http://img6.imageshack.us/img6/6936/occluders.jpg

wookash_b
12-01-2009, 06:26 AM
Thanks, that's what I thought it should look like. I will try this method today.

seir
12-01-2009, 07:27 AM
Try to make only occluers you need. There's a limit to 64 occluders working at one time but try to have as less occluders as possible. It's better to have one big occluder under the mountain than two smaller occluders that are more likely fit to the terrain. Also remember that occluder can't be visible by player in game.

Here's a movie that shows how occluder works:

http://www.youtube.com/watch?v=BM3f9uFB3v0 [at 0:18]

BurningGeneral
12-03-2009, 08:39 AM
Hello,
how can I let the little infoboxes, which appear when I move the coursor on an object and which shows the name, camera distance and mesh info, just shut off during editing? It really annoys me.

seir
12-03-2009, 10:24 AM
It's not possible. Actually you are the first one that noticed that this is annoying http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif I'll report this to programmers.

BurningGeneral
12-04-2009, 07:08 AM
Thanks. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

vodka-kyo
12-07-2009, 11:29 AM
Is it possible to <span class="ev_code_BLACK">Disabled all action after dying on the game... </span>

When player (you) die, don't automaticaly reload.
But make appear yourself on a new place and just hint "mission failled".

<span class="ev_code_BLACK"> I need also a Math counter! </span>
- when complete a mission add +1
- when failled add +0

And after make 10 mission for exemple we check the "count", and do an action depending on the number of win mission;

If you have 6/10 do a thing..
If you have 7/10 do an other ... etc

So a Math count and I don't found it on the editor ^_^

KirGen1982
12-17-2009, 06:18 AM
how to make enimies to reload their weapons? Is it possible? mark on "play reload animation" seems changes noting...

seir
12-17-2009, 08:59 AM
Enemy will reload weapon when it will need to but if you want to force this anim for a movie just use act_PlayAnim with reload animation.

assassin2601
12-22-2009, 05:02 AM
Few questions

1. How can I teleport a player from one place to another place?
2. In the beginnig of Coj2 there was a moment, when a soldier got hit from sniper and there was much more blood than normaly. But I can't find an fx in editor which could start after hitting.
3. How Can I make a slow motion during the game? Not the Concentration Mode with shooting, but sth that can slow every action for x seconds.
4. You've reported some bugs to programmers. When can we expect the patch/next version of ChromED?

seir
12-22-2009, 06:12 AM
1. How can I teleport a player from one place to another place?

"act_Appear" - appear player in marker


2. In the beginnig of Coj2 there was a moment, when a soldier got hit from sniper and there was much more blood than normaly. But I can't find an fx in editor which could start after hitting.

It was FX but I can't tell you exactly which one. Go to "FX" folder in one of your .pak files to find it.


3. How Can I make a slow motion during the game? Not the Concentration Mode with shooting, but sth that can slow every action for x seconds.

Nope. If we didn't used that in COJ:BiB there's no such action.


4. You've reported some bugs to programmers. When can we expect the patch/next version of ChromED?

I don't know. I'm not from this department. You should contact PR and ask that there.

assassin2601
12-22-2009, 06:15 AM
I don't know. I'm not from this department. You should contact PR and ask that there.

Yeah, ask PR - "soon" http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

EDIT: I've found another bug. See image. There sholuld be a shadow because there is a door.
http://images41.fotosik.pl/236/33f264838aea0917m.jpg (http://www.fotosik.pl/pokaz_obrazek/33f264838aea0917.html)

assassin2601
12-24-2009, 04:53 AM
Another question. The PlayerControl allows to start Concentration Mode automaticly. But what to do, if I want just to start CM manually? Just like it was in CoJ2 in 2nd chapter with these 3 birds - I had to press Z.

And BTW - Merry Christmas and a happy New Year!

seir
12-28-2009, 12:11 PM
1) Shadow problem:
Double click on the door and in "Shadowmaps" choose "3".

2) Concentaration Mode:
I'm not the designer of this level so I can't tell you how it;s done. I'll reply to you when I'll be at work (after the new year).

assassin2601
12-30-2009, 12:46 PM
1) Different types of music. I've got a problem with it. In every selection from you (Techland)there is an act_Script with iMusicType := X. But for me it doesn't work. For example when I put a Duel and run the game there is neither peaceful nor dynamic music. What should I do to fix it? I've got this problem generally - in every map I generate in ChromED there is no dynamic music music when i start to shoot at enemies - sounds like walking and shooting are OK.
2)Is there any way to forbid using weapons in few places?
3) Where is an action which inform player about sth and he has to click OK. It's similar to YesNoDialog.
4) How to make a summary after level with Enemies killed itp.
5) Could you make some extra selections or small levels with waypoints and behaviours for CM near the door for Ray/Thomas

And one more thing - thanks for answering my questions. I hope you aren't bored with it.

seir
01-04-2010, 02:00 AM
1) Music:
Te Script/Trigger system in selection is not the exact way to turn ON and OFF the music. To switch music you need to use action "act_Music" and create object "Music" where you have to type name of the .OGG file with music.

2) Forbid Weapons:
There's a condition "cnd_IsPlayerAttacking". You need to create trigger that will spawn action when this condition will be ture (when player will shoot).

3) "OK" Action:
I think there's no such an action (I can't remember any).

4) Use "act_MissionEnd" with "Succes" field turned ON.

5) OK.

assassin2601
01-05-2010, 08:57 AM
Is there any barrier that can stop light? Look here -
http://images41.fotosik.pl/240/0e44f9a179c14dfdm.jpg (http://www.fotosik.pl/pokaz_obrazek/0e44f9a179c14dfd.html)
Light from the ceiling affects the floor

seir
01-05-2010, 03:47 PM
No but you can create a "Fake Light". Go to "All" in "Mesh browser", type "amb" in "Search Mask" field. It should find "amb_*.msh" objects. Look for the "amb_sphere.msh", place it on the level where shadow is, double click on it, go to "Skins" tab, choose "Lighten Inner", now go to "Misc" tab, in the first field where you can choose color, click on the (0,0,0) (or (255,255,255)) and change the color to white. Now this sphere will illuminate light. Also you can choose other amb_*.msh models that are in different shapes and cutted to pieces. You can also experiment with color of the light (at "Misc") and behavior (in "Skins").

assassin2601
01-07-2010, 10:57 AM
What about this CM selections. Do you still remember that you promised to make them?

seir
01-07-2010, 02:10 PM
I was trying do to that at home but there's something wrong. I'll check it at work as soon as possible (Monday). I'm a bit busy last days...

seir
01-11-2010, 08:12 AM
OK, now I know what I did wrong. Only AI with class "NewAIHumanCOJ2Coop" instead normal AI. Today I'll create this selection.

assassin2601
01-11-2010, 09:38 AM
Great. I'm looking forward to seeing it. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

seir
01-11-2010, 12:41 PM
This should work:
http://www.sendspace.com/file/77kl5r

wookash_b
01-12-2010, 04:02 PM
Hi, is it possible to add movies to selections? What I am trying to do is to create a selection of supply crates that player plants a dynamite at. I am using a movie to animate the spark along the fuse. It works fine for one instance (not a selection yet), but I would like to place several crates like this. So I thought instead of creating several movies for each spark, I thought of making a selection. So far no luck with that. I can attach a Movie object to a selection but not an actual movie where objects are animated. Is that even possible?

seir
01-13-2010, 01:04 AM
You have Import/Export movie option so with that you can copy/paste one movie and then place selection with all the objects, in "Movie" object change only the number of the movie. When you will import movie you are able to create new actors or use existing objects and add them as actors to movie. Adding objects is easy, you'll see the window with objects names. Green "+" means that this object will be create. When you'll "show" what object should be used, the green "+" should change to red "-". I don't remember exactly so I might be wrong with the symbols and colors but this is the tehnique http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif I hope you understand http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

wookash_b
01-13-2010, 01:43 PM
Yes. It works as you described it, I managed to get it working.

However I found out that objects in the movies are being transformed in the world coordinates. So if I had one movie in which I rotated an object I will get exactly the same rotation and position of the object if I export and import the movie in the new map. It makes sense, but since I wanted to create a selection that could be placed anywhere, it would mean that the objects from that selection would be moved to the coords of the original objects of the original movie. Unless there is some sort of way to make object be transformed in their local coordinates.

seir
01-13-2010, 03:08 PM
Place your movie on the map, double click on the name ("Film<number>" in Films Plug-in) and you'll see the keys, actor list and other options. Click on the red round button with "ALL" writen on it (the tooltip for this button is "Animate all objects" - it's between "Animate object" button and "Create camera frame" button). Now select all the actors/objects from the mowi and you can move and rotate all that selected objects. All coordinates will be converted so this is the way to move whole movie from one position to another without remaking all the keys.

wookash_b
01-13-2010, 04:38 PM
This works great now! Thanks for the help http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

wookash_b
01-14-2010, 04:39 PM
Hi. I have another question related to movies and rotation. I want to rotate the water wheel (I also have other objects like bridges) 360 degrees on the X axis. The problem is that the water wheel is already rotated 15 degrees on the Y axis in my map (to fit with other objects). So when I try to rotate it along X axis in the movie, it is not really the local X axis but the global, offset X axis. As a result object rotates along other axis as well rather than just rotate around one. How can I solve this issue? Could you explain the use of Movie key properties window?

seir
01-14-2010, 05:49 PM
It happens when you want a full circle rotate. When you are rotating with 360* the coordinates at first and last key are the same.Let's say you have a 8 second rotation. Create 5 keys every 2 second and rotate the object on every key by 90* so it will look like:

0 sec: key 1 0*
2 sec: key 2 0+90=90*
4 sec: key 3 90+90=180*
6 sec: key 4 180+90=270*
8 sec: key 5 270+90=360*

That should work http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

wookash_b
01-15-2010, 01:16 AM
I tried to do that, and I also tried this with bridges (lower the bridge, so it is not a full a rotation). The rotation on other axis is still happening http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

EDIT: I tried something else. I created a movie animation for the object without the initial rotation (X axis is not offset). After the movie was working OK, I then rotated the object as needed. When I played the movie the object rotated fine (only on X axis), without any additional rotation on other axis. I will give this a try later today. But it looks like I found a way to solve my problem http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

EDIT2: I still cannot solve my problem. I must have been not fully awake in the morning, as the issue is still happening.

Regarding your advice. It does not change anything. And it is not only related to full 360 rotation. Maybe I have communicated not clearly, so I will describe what results I am looking to get:

1. Place water wheel mesh in the map.
2. Rotate it 15 degress on Y axis to fit other objects.
3. Create animation in which this water wheel rotates 360 degrees on its LOCAL X axis. I do not want rotation on world X axis, because this causes extra rotation to the object (since the world X axis is no longer local X axis).

So my problem really boils down to animating objects in their local coordinates in movies. Or somehow setting the world rotation matrix correctly (I have no idea how). I have seen some useful parameters in Movie key parameters window for each key frame, could this window be described in more detail, please? Especially the:

m_vPoint, m_vInPoint and m_vOutPoint.

wookash_b
01-16-2010, 08:53 AM
Does anybody know how to solve the mentioned rotation issue?

seir
01-16-2010, 11:27 AM
I don't think so http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

wookash_b
01-16-2010, 01:20 PM
Well, I could rotate the nearby objects to fit the moving objects. That is one solution I can think of. Some extra work, but still better than nothing.

shakedown2009
01-16-2010, 02:10 PM
Hey wookash_b...I have a sort of a solution for you(but if it is not a problem changing the nearby object...that should work better..http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif)
You have to compensate for the 15 degree offset!....so this is what your x y z rotations should be!
1) 0 15 0
2) 90 0 -15
3) 180 -15 0
4) 270 0 15
5)360 15 0

This will compensate for the rotation offset...but it will still make your wheel look like it has a bit of a wobble...but that just adds to the character...http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

The m_vPoint...this is where these values should be entered!..under its x y and z inputs. Whenever I created a keyframe, it kept going weird(changing the values I used) ....but then I double clicked on the frame and entered it manually...and that worked!

the m_vInPoint and m_vOutPoint...I only looked at it briefly...but this looks like it has to do with animation curves......but I might be wrong on that one!.. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Good luck

wookash_b
01-16-2010, 03:59 PM
Thanks shakedown. Tried doing this before as well, not only for the wheel but also for other objects. I tried your advice and it gives the best results so far. In fact I will probably end up rotating the surrounding objects. This wobble effect just drives me crazy http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif Thanks anyway.

PS. The m_vIn/OutPoint probably refer to the curves like you said, when you select User curve from drop down list. For smooth 360 I am using Linear anyway.

wookash_b
01-21-2010, 04:01 PM
Hi, is there a way to display the value of script variable? I would like to use it in my objective for example to show how many more objects need to be destroyed. I want to change variable number in script, but I have no idea how to display it's value in my objective on screen.

seir
01-21-2010, 04:43 PM
Yes, but it's advanced scripting method. I'll create an exaple of using "act_Script" and "cnd_Expression":

We need to collect 5 bags. After collecting every bag we need to show objective to player with information about how much bags he have to collect. So...:

- create three bags or any other objects
- change its class to "TriggerObject"
- in "OnExecute" create action "act_Script"
- in "Script" field you have to type the name of your script (anything you want) and the equation. Every script have value "0" on start so if you will type any name it will be automaticly with value "0". The example script will look like this:

BagsCollected := BagsCollected +1

What that means? We created the script called "BagsCollected". The ":=" symbol means that we want to modify the "0" value to something else. "BagsCollected +1" means that we want to modify script value "+1". You can type "+2" or "-11" if you need too. So that means the value "BagsCollected 0" will be now "BagsCollected 1". As you can see this gives abbility to count what player is doing.

You can also change the value of the script like this:

"BagsCollected := 3"

This means that we are not adding or taking away value but we are setting the value to specified number. This is usefull when we want to reset (set to "0") our script but we have no idea how much we have to take away to set it to "0".

After "act_Script" with specified name you need to create one more action - "act_Run". In this action we will run chain that will show objective to player. From all the possibilities of objectives we will need to filer only one objective. To do that we will use "cnd_Expression".

Create "ActionChain" object and run it in the "act_Run" action - this chain will look like this:

ActionChain:
- act_EnableDisable:
- ENABLE objective "You have 4 more bags to collect"
- CONDITION cnd_Expression - "Name": "BagsCollected == 1"

What that means? It means that the objective will be shown only when condition created by us (cnd_Expression) is correct. This condition is checking (the "==" symbol means that we are checking if our script is in that value) the script name and its value so if we set our script to "1" then this condition will be TRUE and our action will happen. If the action will be spawned when the value is "0" the condition result will be FALSE and the action will not start.

I've created a selection with 5 bags, 5 objectives and 1 ActionChain. All based on counting with "act_Script" and checked by "cnd_Expression". After collecting all the bags you'll get MissionEnd with info that you collected all the bags http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

The selection is here:
http://www.sendspace.com/file/1cu6hw

Have fun scritping http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

wookash_b
01-21-2010, 05:04 PM
Sweet, thanks a lot. This is very similar to what I started creating with my objectives. Good to know I was on the right track http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif Now, thanks to you, I should be done with it faster http://forums.ubi.com/images/smilies/11.gif

PS. But is there a way to display script value on the screen? http://forums.ubi.com/images/smilies/winky.gif

seir
01-22-2010, 01:24 AM
Yes, create objective with text "The value is 8" (example) when cnd_Expression is 8. Create trigger for that. This trigger should check the value and show correct objective or hint.

wookash_b
01-24-2010, 11:34 AM
Is the iObjectiveOrderNumber very important field? Should I always keep my objectives ordered as they appear in the mission or is it not that important? I have several objectives already and now I want to add some new ones in between the existing ones. I am wondering if I have to change the order of all my existing objectives as I want to add new ones.

Could that cause some bugs, if I don't keep my objectives in order?

seir
01-24-2010, 04:35 PM
Order numer was used in Chrome and first part of COJ where objectives was visible in window and there was possibility to have two objectives and sub-objectives enabled at one time.

Now just make sure to don't leave this field blank. I allways type there something and it's all good http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

wookash_b
01-24-2010, 04:49 PM
Ok. Thanks http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

wookash_b
01-25-2010, 09:31 AM
More questions, about duel this time. I followed the steps as in duel selection but got following problems

1) AI in my duel has a gun attached to his hand, how can I fix that?

2) How can I set the time it takes before the bell rings in the duel? fTimeToStart in act_Duel does not change anything when I try to reduce time from default 25 do say 10.

3) Wagon question: I want player to be on the gatling gun for the entire wagon ride. How can I disable player from leaving the gatling gun (F button) once player is on the gatling gun and on the wagon?

seir
01-25-2010, 10:39 AM
1) AI in my duel has a gun attached to his hand, how can I fix that?

Make sure that the AI is in "Calm" Alarm Level right before the duel.


2) How can I set the time it takes before the bell rings in the duel? fTimeToStart in act_Duel does not change anything when I try to reduce time from default 25 do say 10.

In "Data/AI/DuelScripts" there are few scripts with all the settings. Create your own, place it in map folder and select this script in duel. That should help.


3) Wagon question: I want player to be on the gatling gun for the entire wagon ride. How can I disable player from leaving the gatling gun (F button) once player is on the gatling gun and on the wagon?

Hmmm, that kind of action was on Weapons Transport level. I didn't work on that level so I don't know how it was set. I'll check tomorrow the map source file and tell you. The first idea I have is to check act_PlayerControl. Maybe there's something that might help...

wookash_b
01-25-2010, 10:45 AM
1) AI is set to calm. The AI has no gun before the duel. I set him to alarmed as the duel action chain starts. In the duel, he appears with a gun in his hand.

3) I will give it a try. Thank you.

EDIT:

Solution to question number 3) is indeed using act_PlayerControl. In order to stay on the gun while wagon moves (of course attach the gun to the wagon first), use act_PlayerControl->ePlayerMovement->DISABLE and then when the ride is over use act_PlayerControl->ePlayerMovement->ENABLE.

Thanks http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

seir
01-25-2010, 11:28 AM
I think you don't have to set ALARMED for duel AI. He should be CALM till death http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

wookash_b
01-25-2010, 12:13 PM
You are right this, has fixed the problem. For some reason the AI is set to alarmed in the Accomplisher: Duel selection and this does not happen.

Another question about the duel is, why do I lose sometimes when I soot the enemy first? I had this couple of times that I shot the enemy first then he shot me and I died. Is that normal? I just want to make sure my duel works OK.

seir
01-25-2010, 02:53 PM
Nope, that's not normal http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

wookash_b
01-25-2010, 04:38 PM
I tested my duel again. And sometimes I am sure that I shoot the guy first but then still he kills me http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif I set the guy's skill to EASY, but still I have this issue. I don't want to submit a faulty level, that will make gamers angry http://forums.ubi.com/images/smilies/icon_twisted.gif . Not to mention my frustration when I lose the duel over and over again, when I just wanted to check something small in my level. This just drives me crazy http://forums.ubi.com/images/smilies/53.gif

Any ideas what might be wrong? The AI is just placed from the model browser, I did not change his settings appart from skill, alarm level and skin. Did anyone have similar situation?

seir
01-25-2010, 05:12 PM
And sometimes I am sure that I shoot the guy first but then still he kills me I set the guy's skill to EASY, but still I have this issue. I don't want to submit a faulty level, that will make gamers angry

How did you modified skill. In AI or in Duel? If in AI - remove it. Try to create normal duel that is ready in selection and if it's OK then modify this working one but only step by step to see what could go wrong.

baarssen
01-29-2010, 04:46 PM
wookash_b in regards to the rotating objects with a movie, I have done this by parenting the object you want to rotate to a hideout dummy cylinder and rotating the cylinder with the animate objects tool in the film. I used this method to open the jail cell bars in my map as they wanted to rotate at the middle of the door instead of the edge.
Schizm

wookash_b
01-29-2010, 05:12 PM
Ah, good idea. I tried parenting for sparks on dynamite as you cannot animate (move) FXEmitters in movies. And for the rotation I finally rotated surrounding objects. Thanks.

KirGen1982
02-02-2010, 07:01 AM
I am sorry if this question has beeen asked... But how to change description of the map?

seir
02-02-2010, 09:29 AM
What description? On COJModding.com page? You need to reupload your map with new desciption.

BurningGeneral
02-02-2010, 12:13 PM
Can't you just login to your profile and click edit?
That's the way I did it.

BTW, how can I paste empty lines between paragrahps?

seir
02-02-2010, 01:53 PM
I thought that "Edit" is only for admins. Good to know that users also have that function.

Empty lines between paragraphs? The typical "SHIFT + ENTER" didn't worked?

BurningGeneral
02-02-2010, 02:13 PM
Workshttp://forums.ubi.com/groupee_common/emoticons/icon_wink.gif
You just have to restart your internet browser.

wookash_b
02-02-2010, 03:57 PM
Hi. Is DamagingObject class working in ChromED? I am trying to use it for burning house, when player is inside, but there is no damage done to the player once I enter the damaging object. I set it up by applying DamagingObject class to visbox, so I want to damage (but not kill like LethalObject) the player when player enters the visbox. However it does not work. I tried changing parameters several times and still no luck. I know I could use FireDamagers (which I probably will) but I just wanted to point this out.

seir
02-03-2010, 12:20 AM
We never used that action, it might be COJ1 class...

assassin2601
02-15-2010, 04:03 AM
1) Seir, can you show (.jpg or selection) how to set bhv_SitOnGround and bhv_AimAt that NPC sits on a ground/chair and aims at other NPC properly?

2) Can you see and repair this map? I was working on it since month, and one day I got a crash during map validation. I tried to delate some objects I recently added, but nothing changes. Seir, you are my last hope. http://www.sendspace.com/file/dw8cag

Mr_Willer
02-15-2010, 02:53 PM
2) Can you see and repair this map? I was working on it since month, and one day I got a crash during map validation. I tried to delate some objects I recently added, but nothing changes. Seir, you are my last hope. http://www.sendspace.com/file/dw8cag

Have you tried to rename xyz.map.ba1 file to xyz.map?

assassin2601
02-16-2010, 04:07 AM
It WORKS! Thanks! http://forums.ubi.com/images/smilies/11.gif

EDIT: How did you know the solution?

Gazitron
02-23-2010, 01:56 PM
Hello Seir. I guess we need also video about mesh creating. I mean via 3ds max - all step by step - cause it is a lot of small details which easy to miss.... ((((

seir
03-01-2010, 06:06 AM
Gazitron: O< I'll think about that.


1) Seir, can you show (.jpg or selection) how to set bhv_SitOnGround and bhv_AimAt that NPC sits on a ground/chair and aims at other NPC properly?

There is no way to mix two behaviors at one time. You need an animation of that kind of action.

wookash_b
03-21-2010, 04:03 AM
I am trying to place some secrets in my map using SecretItemScroll, but they are not counted at the endo of the map when I use MissionEnd action. The field "Secrets Found" appears empty ("-"). Is there anything else I need to do to get secrets collected appear there? Maybe use some script or something?

seir
03-21-2010, 01:31 PM
We had one SCR file with all the secrets and there's no way to include this file in .PAK file so I think it's not possible to add secrets or try to type any name in the ID so maybe it will count secrets but won't add secret in the menu.

assassin2601
04-06-2010, 05:44 AM
I have a problem. I set a man so that he appears in marker. But when I change his waypoint to another, he doesn't react. Is it a bug? Or should I set sth in act_ChangeWaypoint?

And one more thing. Seir, can you publish few whole singleplayer levels from the game as a selections?

seir
04-06-2010, 07:48 AM
I have a problem. I set a man so that he appears in marker. But when I change his waypoint to another, he doesn't react. Is it a bug? Or should I set sth in act_ChangeWaypoint?

Make sure you're choosing proper AI and waypoint in that action. It should look like:

1) Appear AI on Marker
2) Change Waypoint AI to Waypoint X

It works fine in game so you need to check where's your bug.


And one more thing. Seir, can you publish few whole singleplayer levels from the game as a selections?

Nope, I'm just a LD, I can't make such a decision. I'm afraid that the rest of the team is to busy to "clean up" source files of maps.

assassin2601
04-06-2010, 10:22 AM
I know what have I done wrong. I just put the sensor few cm above the floor. That's why no actions including act_ChangeWaypoint were activated. I had to jump to start executing actions in sensor. My stupid mistake. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Four more questions.
1. I used InstantPhysicsImpulse to fall the lamp to the ground, just like Impulse Physics button. But the lamp behaved completely different than it should. It "rose to heaven" and gradually started to fall to the ground. Quite complicated, but I hope you understand. See the .jpg. http://www.fotosik.pl/pokaz_ob...598ae26ab57f6b1.html (http://www.fotosik.pl/pokaz_obrazek/c598ae26ab57f6b1.html)
What should I change there so that a lamp behave just like after pushing mentioned button?

2. I set a chain of waypoints for a woman with the same motion type - run. Waypoints have ticked CanBeSkiped. But in the game it often happens that a woman stops for a while in every or some waypoints. Is it a bug or I have set sth wrong? I can add that this situation happens only for women - I have never seen sth like this when a man ran.

3. Can you check "Torch" with the class "Torch"? Every time I put it in my map, during the game loading I get a strange error http://www.fotosik.pl/pokaz_ob...471df4a604ba687.html (http://www.fotosik.pl/pokaz_obrazek/1471df4a604ba687.html) I suppose it's another bug.

4. How to make a line so that Thomas can climb on it?

seir
04-07-2010, 02:08 AM
1. I used InstantPhysicsImpulse to fall the lamp to the ground, just like Impulse Physics button. But the lamp behaved completely different than it should. It "rose to heaven" and gradually started to fall to the ground. Quite complicated, but I hope you understand. See the .jpg. http://www.fotosik.pl/pokaz_ob...598ae26ab57f6b1.html
What should I change there so that a lamp behave just like after pushing mentioned button?

The "Force" field have to big value. Also check the direction. There are three fields that describe the direction of force per axis: X (red line), Y (green line) and Z (blue line). You can type a value from "-1" to "1" ("0" means that the force won't be used on that axis) so if you'll set:

X: 0
Y: 1
Z: 0

It means that all the force will be pushed up (Y axis is green line = up). "-1" in "Y" will push object down.


2. I set a chain of waypoints for a woman with the same motion type - run. Waypoints have ticked CanBeSkiped. But in the game it often happens that a woman stops for a while in every or some waypoints. Is it a bug or I have set sth wrong? I can add that this situation happens only for women - I have never seen sth like this when a man ran.

Check all the AI settings.


3. Can you check "Torch" with the class "Torch"? Every time I put it in my map, during the game loading I get a strange error http://www.fotosik.pl/pokaz_ob...471df4a604ba687.html I suppose it's another bug.

Torch class is not supported in COJ2. It's an old class from COJ1.


4. How to make a line so that Thomas can climb on it?

There wasn't such a functionality in COJBiB.

assassin2601
04-08-2010, 11:20 AM
How to change object's skin during a game? I know it is possible to change Ais' skin.

Gazitron
04-08-2010, 11:43 AM
You can find in instant_actions line such as "coj2hack_skinchange" or something like that.

assassin2601
04-08-2010, 12:01 PM
Yes, I know about it. But to use that on an object, I need to change it's class to "Pawn". And "Pawn" class doesn't have many important fields like onDamageFromAI/Player. And BTW - Pawn is for AIs. Even if I do it, I am not sure wheather it will work (engine can crash).

Gazitron
04-08-2010, 08:33 PM
For me it works fine

Zancara
04-09-2010, 03:08 AM
Hey Assassin2601.

Regarding to your woman that stop between some waypoints. You have to change her class from NewAIHuman to NewAIHumanCoJ2 to fix this problem.

To change AI skins is very triggy and the big problem is that when you publish your map the files isn't in the pak file so you get a AI with default skin and that means with all faces, bodys, closing etc.

I'm working on it and will get back when I have finished it and it works.

Look her for a sample (http://forums.ubi.com/eve/forums/a/tpc/f/3901002687/m/3571002708)

assassin2601
04-09-2010, 09:28 AM
thx for help

seir
04-10-2010, 04:47 AM
You can try to copy all needed files of men model and rename it to "man_new.msh", "man_new.skn" etc. so it will be added as a new model and will be included in PAK file. Check it, it should work.

Also you need to use "man_new.msh" on maps to make it included.

Zancara
04-10-2010, 05:38 AM
Dear Seir.

That is esactly what i have done and it still don't work.

In my map folder i have Characters -> Man_Speciel.

In that folder i have 4 files:

man_speciel.def
man_speciel.msh
man_speciel.scr
man_speciel_prvw.png

These file is a copy of these from the character man.

Then I have 1 file named man_speciel.skn
with my speciel skins who are including my own files from the map SknTemplates.

As you can see here (http://forums.ubi.com/eve/forums/a/tpc/f/3901002687/m/3571002708) it works fine except from the fact that the files man_speciel.def, man_speciel.skn and man_speciel_prvw.png won't be in the pak. When you load the map the AI will be set to default skin then you knows what happens.

1. Will it work if i place these files outside the map. In Data\Characters
2. AiHats.scr have I chanced a little bit, but what can I call it so it's working in game and will be in the pak file.

seir
04-10-2010, 12:47 PM
You need to do some experiments with that. We never had to do that and I know that PAK creation process will add files that are pretending to be custom made.

Gazitron
04-20-2010, 03:24 PM
PLEASE Seir, create a video tutorial how to create or just to export models from 3Ds Max as you promised before http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

thank you in advance.

seir
04-21-2010, 01:01 AM
Everything is described in the manual so keep trying...

Gazitron
04-21-2010, 12:05 PM
:"(