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Most asked
questions
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Q:
I want to use a multi frame gun in my game like in Deus Ex or Soldier of
Fortune but I don`t know how to do it. In default weapon.wdl I can only
use a one frame gun.
A: Here’s a wdl snippet that will solve the problem: var weapon_delay = 1; // pause between animation cycles function
_gun_anim () // CALL this from within your standard gun action
Q: My problem is that after the game starts the sound resets to zero so that the MIDI-file is not usable. A:
Some sound cards (especially older Creative Labs models) have problems
with their internal mixer or the drivers. If you have a Creative AWE 64,
try upgrading the drivers. To test the problem, start the engine then press
Alt+Tab to get back to the Windows desktop. Double click the speaker icon
and check the midi volume slider; by increasing the volume you should hear
the midi sound.
Q:
I need a wdl code for an enemy that dies and leaves a health pick-up behind.
Like the enemy goes through his death and as he disappears a health pick-up
generates were the enemy was laying.
function
state_die()
will look like this: SKILL temp_robot {} // robot coordinates, add it at the beginning of the file function
state_die()
// new code from here on
function
_hincrease () // executed when the player runs into the health
function
add_health () // will run when the health model is created
Q: When I am following the tutorial and select a cylinder I just added, if I am in rotate mode, it rotates when the object is selected. When I am in scale mode, it rotates too! Is this a bug? A:
This will happen if one or more keys on your keyboard are stuck – shift,
for example. If this is a bug, simply minimize Wed’s window, then maximize
it and you should be able to scale the object.
Q: Is it possible to make it so that if the player touches something he gets hurt and is there a way to effect how much you get hurt? A: Place a model / sprite / wmb in your level, then attach it the ACTION add_health above (replace function with action to see it in Wed’s action list). You will have to use function _hincrease () to decrease player’s health; change this line as shown: YOUR._HEALTH
-= 50; // will decrease the health by 50
Q: Does anyone know of a good way to make rain / snow in levels, so that it will only be raining outside, so if you go in a building it isn't hitting you but you can see it thru a window or something? A: Place an entity in wed outside the building, then attach it the snow action: var
temp_snow = 0;
ACTION
snow
function
_snow ()
Q: When I place my model into the WED it will sink into the floor. I place the origin in the mid-section of the model as shown in the sample mdl. When I remove my script from the model it will not sink I wonder what may be wrong. A: Your action contains something like this: MY.Z -= A; // A is a value, skill or expression. This will make the entity sink into the floor because no collision detection is performed. Try to MOVE the entity in your action instead of changing its Z coordinate, or subtract something from A to make your entity look ok: MY.Z
-= A - 2; // choose the value that fits your needs.
Q: If I have building with several rooms, does overlapping the walls with one another help or shall I try to keep them exactly on the same grid line? A:
If you overlap the walls, you can count on a portal count decrease by 3-10%
depending on your level geometry.
Q: How do I increase the walking and running speed of my player as in Q2 or Unreal? I'm using the template scripts for my player action. A: Look at the beginning of movement.wdl and increase one or more values: var strength[3] = 5,4,75; // default ahead, side, jump strength You
can type strength.X += 5 at the console to double the (ahead) speed before
modifying movement.wdl; this goes for strength.Y and strength.Z too. Find
the best values, then modify the script.
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