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#19451 |
Archaeologist
Join Date: Aug 2016
Location: Italia
Posts: 1,089
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I have a problem in setting Heavy triggers for enemies...
I have a simple door, I want that an enemy walks on a tile and that the door opens. So I've put a Heavy for the door, on the floor, simply. But it doesn't work... The enemy is a KNIGHTS_TEMPLAR, with some customization in the script. But the Heavy didn't work already with other enemies such as DOG and BADDY2, so I think I'm setting it wrongly... I tried also with Heavyswitch + trigger for the door, and with Action trigger on the door with a flipeffect, but nothing. |
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#19452 |
Archaeologist
Join Date: Jul 2016
Location: Italy
Posts: 1,213
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You need to use the flag NEF_EASY_HEAVY_ENABLING on Enemy= command
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"Everybody lies, no exceptions." |
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#19453 |
Archaeologist
Join Date: Aug 2016
Location: Italia
Posts: 1,089
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#19454 | |
Hobbyist
Join Date: Sep 2018
Location: Brazil
Posts: 32
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I'm not sure about the differences in the level from when this bug started and before it did. That I'll need to take a look later...
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I make my own luck |
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#19455 | |
Professor
Join Date: Mar 2012
Location: France
Posts: 2,897
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![]() Also, regarding boxes: there's an option in TE to reduce drastically the number of boxes: in every room that you are sure no enemy will ever go to, you can tick the "No pathfinding" option, so boxes won't be generated for these rooms. It means enemies will basically see these rooms like they're walls, so they won't be able to move in them at all, which is why you need to be sure they won't reach them. ![]() Last edited by Joey79100; 17-10-19 at 19:42. |
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#19456 |
Explorer
Join Date: Sep 2017
Location: Spain
Posts: 751
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A question about Strpix... why everytime I export an object, modify it in Metaseq and then import it again into Strpix all the textures are now flipped??? This never happend to me before, just now and I have no idea why
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Castle Kriegler (Part 1) |
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#19457 |
Hobbyist
Join Date: May 2019
Posts: 50
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@Joey Thank you so much for the updated information. I was able to reduce my boxes to around 1780. So good. I'm upset I deleted a part because I thought I had to lol. But this gives me the opportunity to build something even better. Can't wait for new TE version.
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#19458 |
Archaeologist
Join Date: Sep 2007
Posts: 1,617
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Not sure what's happening. Just check that in options 3DS max mqo is not checked.
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Check trsearch\Tools for some of my programs |
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#19459 |
Historian
Join Date: Jan 2007
Location: Germany
Posts: 387
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Done
Last edited by Nemo20; 19-10-19 at 20:00. |
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#19460 | |
Explorer
Join Date: Sep 2017
Location: Spain
Posts: 751
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Castle Kriegler (Part 1) |
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