Hello people.
My problem:
In cutscene editor i can place Item normal into the area but if i try do same in area editor i cant place item just placables, creatures etc. I must make custom placables or exist some easier way how place item in area editor? Sorry fot this newbie question and my bad english.
Wiee:innocent:
Item like placable?
Débuté par
Wiee Neuropa
, mai 17 2011 12:51
#1
Posté 17 mai 2011 - 12:51
#2
Posté 17 mai 2011 - 05:55
What item specifically are you trying to place in an area? And why can you not place it? Is it not selectable? Can you not find the item in the palette?
#3
Posté 17 mai 2011 - 08:14
Weapon dagger variant. In cutscene i can place it (http://social.biowar...s/939953/123272 -screen 3) but i need dagger exactly on same place like into end of cutscene but i cant place Items in area editor. I can place placeables, creatures etc. but not items. Sure i cant find my item in placables palette.
#4
Posté 18 mai 2011 - 02:25
You are using the item palette to place the dagger in the cutscene I believe. You will have to create a 'placeable' of the dagger to put that in the area. You can create a new placeable and then make it's appearance to that of a dagger and then you should be able to place it in your area. Give that a try,
#5
Posté 18 mai 2011 - 12:56
So i must make new "custom placable"? I hope in easier solution
#6
Posté 18 mai 2011 - 01:54
Well someone else might have something easier. When you say custom placeable it doesn't mean you have to have custom model or anything like that, you just make a "New" placeable and then choose the 'cutscene dagger' appearance. It will take you all of 2 minutes to do so. You don't have to mess with any custom items.
Does that make sense?
Does that make sense?
#7
Posté 18 mai 2011 - 07:28
double post*
Modifié par Wiee Neuropa, 18 mai 2011 - 07:30 .
#8
Posté 18 mai 2011 - 07:29
But in placable appearance dont be dagger from my cutscene so what now?
*
#9
Posté 18 mai 2011 - 09:00
Were you successful in getting the dagger to show up as a placeable?
Are you saying that the dagger that is the placeable is not the same looking dagger as the one you are using for your cutscene?
What is your end goal? The table will not have a dagger on it before the cutscene. During the cutscene the dagger gets placed on the table, after the cutscene you then want the dagger to show up?
It's tough to know what you should be doing without knowing what is supposed to happen in the game and cutscene.
Are you saying that the dagger that is the placeable is not the same looking dagger as the one you are using for your cutscene?
What is your end goal? The table will not have a dagger on it before the cutscene. During the cutscene the dagger gets placed on the table, after the cutscene you then want the dagger to show up?
It's tough to know what you should be doing without knowing what is supposed to happen in the game and cutscene.
#10
Posté 19 mai 2011 - 06:17
AFAIK it's not difficult to make a placeable that looks like a specific item.
You just make a new placable appearance by adding a row to the placeables 2da, specifying a new id, description and the model used for the item. The rest of the row can be copied from a similar placeable (Cutscene Dagger, in this case).
On reopening the toolset, you can make a placeable template as Beerfish suggests.
To have the dagger appear at the end of the cutscene, place it in the area but set the Active property to FALSE. The cutscene can transfer control to a script to SetObjectActive.
You just make a new placable appearance by adding a row to the placeables 2da, specifying a new id, description and the model used for the item. The rest of the row can be copied from a similar placeable (Cutscene Dagger, in this case).
On reopening the toolset, you can make a placeable template as Beerfish suggests.
To have the dagger appear at the end of the cutscene, place it in the area but set the Active property to FALSE. The cutscene can transfer control to a script to SetObjectActive.
#11
Posté 20 mai 2011 - 05:30
Where i can find how model used my item?
#12
Posté 21 mai 2011 - 08:45
The model name is formed systematically from the Item Variation property. So, "Dagger 1" is w_dgr_dg01a_0, "Dagger 2" is w_dgr_dg02a_0 and so on. "Darkspawn Dagger" is w_dgr_dsdga_0.
If you're using a custom model, it's the name of the mmh file.
This can be deduced from the dagger_varation 2da (in ItemVariations.xls).
If you're using a custom model, it's the name of the mmh file.
This can be deduced from the dagger_varation 2da (in ItemVariations.xls).
Modifié par Proleric1, 23 mai 2011 - 01:49 .
#13
Posté 23 mai 2011 - 01:50
I edited the above post to correct an error - the model names end in _0 not _01.





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