Search found 495 matches

by Allanon
Thu Sep 08, 2016 12:45 am
Forum: RF Scripting
Topic: Pawn scripts
Replies: 28
Views: 16918

Re: Pawn scripts

In the first script the RestartOrder(); will cause the Idle order to keep repeating that means you are repeatedly calling AttributeOrder("enemy_health", 10, "Destroyed"); and that function sets "enemy_health" to 10 each time it's called. Try removing RestartOrder(); In the second script you are miss...
by Allanon
Wed Sep 07, 2016 7:03 pm
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23897

Re: Breakable Pawn script

I did some testing and found that if you remove the EndScript(); from the Spawn order you don't fall through the floor. You should probably also remove the EndScript(); from the TakeLoot order.
by Allanon
Wed Sep 07, 2016 6:46 pm
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23897

Re: Breakable Pawn script

The vase and breakable meshes do not seem to intersect the floor,and i think we better debug it by removing the part where the pawn decides not to spawn. Just comment [Nothing] out at the top of the script: Items { // [Nothing] [Vase_Ceramic_1] [Vase_Ceramic_2] [Vase_Wooden_2] [Vase_Wooden_3] }
by Allanon
Wed Sep 07, 2016 8:17 am
Forum: RF Scripting
Topic: Inventory menus pictures -how
Replies: 7
Views: 3421

Re: Inventory menus pictures -how

Did you say there is an example inventory script to see how that double click to use attribute thing is done? In the inventory_main.layout file that I provided you will find the following code which is slot 5 and it's for the Potion of Healing: <Window Type="RFLook/Static" Name="Inventory/MainWindo...
by Allanon
Sun Sep 04, 2016 6:45 am
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23897

Re: Breakable Pawn script

I had rendered the hammer icon but i forgot to stitch it with the rest pics. I noticed that the attribute inventory pics look blurred enlarged.If i render them in higher res would they scale down to fit the smaller screen proportions? http://www.megafileupload.com/k374/ItemIcons_DarkCrypt_1.tga The...
by Allanon
Sat Sep 03, 2016 10:33 pm
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23897

Re: Breakable Pawn script

In the weapon.ini file the fireball projectile has some blank parameters. If a parameter doesn't have a value then remove the parameter, don't leave it blank. Try this: [fireball] type = projectile actor = Dark Crypt\Projectile\Bones_Proj.act rotation = -90 180 0 scale = 1.0 gravity = false bounce =...
by Allanon
Sat Sep 03, 2016 10:14 pm
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23897

Re: Breakable Pawn script

In both the Skeleton.s and Skeleton_Ambusher.s scripts the BlendToAnimation() function is called but with incorrect parameters. The current scripts have this: BlendToAnimation("Injury",true, "Dark Crypt/Monsters//Monstergrunt1.wav"); But it should be this: BlendToAnimation("Injury",2.0, true, "Dark ...
by Allanon
Sat Sep 03, 2016 9:33 pm
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23897

Re: Breakable Pawn script

I think am good in finding bugs in games.I still get the sink hole when the vase does not spawn and fall down through the floor. I didn't look into this issue but it might be that the pawn is sunk in to the floor and when the pawn is not visible it creates a hole with collision detection. So make s...
by Allanon
Fri Sep 02, 2016 12:25 am
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23897

Re: Breakable Pawn script

I've got the items added to the inventory. Below is a zip file that has all the files I modified, you can unzip it to the game's root folder and all the files should go to the correct place. Make sure to backup any changes you made before copying. Some things you should know: The inventory is setup ...
by Allanon
Wed Aug 31, 2016 7:16 am
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23897

Re: Breakable Pawn script

I have rendered and stitched some inventory items and put the file there so you can use it if you can. That looks a lot better than what I was testing with. I rendered the items in actview and took a screenshot then cut and pasted it to the image. I hope if you fix the inventory the modifyattribute...
by Allanon
Sun Aug 28, 2016 10:17 am
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23897

Re: Breakable Pawn script

I got the breakable script working but it's a real chore to add new items to the inventory since there are so many places you need to update. The files that need to be updated are inventory.ini, inventory.txt, ItemIcons.imageset and a few layout files. You will also need to update the images in Item...
by Allanon
Fri Aug 26, 2016 8:16 pm
Forum: RF Scripting
Topic: Breakable Pawn script
Replies: 51
Views: 23897

Re: Breakable Pawn script

Besides the player can not get his attribute modified by the vase,he falls down through the floor when ever he steps on the place a vase has randomly chose not to spawn.It is like you have placed an empty or hint brush there. It's hard to debug these problems without the actual working level. In my...
by Allanon
Mon Aug 15, 2016 12:34 am
Forum: RF Scripting
Topic: Inventory menus pictures -how
Replies: 7
Views: 3421

Re: Inventory menus pictures -how

I haven't tried to add inventory items but I did look to see how to do it. Look in the \gui\imagesets folder and open the itemicon.imageset file with a text editor to see how the pictures are assigned. You can also open the itemicon.tga file with an image editor to see how the images are placed. And...
by Allanon
Fri Aug 12, 2016 10:32 am
Forum: RF Scripting
Topic: Pawn scripts
Replies: 28
Views: 16918

Re: Pawn scripts

Let me ask something else,can you use the szEntity name of a Pawn entity in the level as a Trigger instead of an actual trigger,Logic gate or the SetEventState command? It is about a Pawn lever that would act as a trigger. I don't know how to use a pawn directly as a trigger but you can use the paw...
by Allanon
Sat Jul 09, 2016 11:48 pm
Forum: Level Design & Entity Usage
Topic: Dungeon Maker
Replies: 13
Views: 5658

Re: Dungeon Maker

Are you able to run the demo levels that come with RF?