Search found 2936 matches

by Interkarma
Sun Sep 23, 2018 11:52 pm
Forum: Modder Discussion
Topic: How would you implement an auto-walk function?
Replies: 26
Views: 560

Re: How would you implement an auto-walk function?

Yep, the CharacterController is responsible for both movement and collisions. But even if you could just switch off collisions, you probably don't want to do this anyway as player would just fall through terrain. There's at least two other ways you could approach this. First approach is add steering...
by Interkarma
Sat Sep 22, 2018 11:06 pm
Forum: Quest Hub
Topic: PC at _place_ do _task [Dungeon Exteriors]
Replies: 27
Views: 1325

Re: PC at _place_ do _task [Dungeon Exteriors]

"pc at set aTask" is a continuous toggle action that checks if player is standing in a specific quest zone and sets/unsets target task or variable. Quest zones can be an interior, exterior, or dungeon. Zones are partitioned from each other in tests, which seems the correct emulation behaviour based ...
by Interkarma
Sat Sep 22, 2018 3:44 am
Forum: Developer Discussion
Topic: levitateMotor isn't colliding properly
Replies: 36
Views: 1174

Re: levitateMotor isn't colliding properly

Cool, I'll check it out. :) I've read about the "vibration" hack before, but it seemed messy. Your implementation seems fairly straightforward however. I'll try it out and see how it plays. Cheers!
by Interkarma
Sat Sep 22, 2018 3:39 am
Forum: Help & Support
Topic: Console Commands for no grinding
Replies: 5
Views: 72

Re: Console Commands for no grinding

Yep, download latest build from Live Builds page and unzip somewhere (e.g. Desktop\DaggerfallUnity or C:\Games\DaggerfallUnity, wherever works for you). First run of game will ask you to browse to Daggerfall game files. Navigate to where you installed Daggerfall. If the folder verifies, the browser ...
by Interkarma
Sat Sep 22, 2018 2:25 am
Forum: Help & Support
Topic: Console Commands for no grinding
Replies: 5
Views: 72

Re: Console Commands for no grinding

Yep, save games are just a .txt file. Saves are stored in your persistent data path (which varies by platform). This is the path shown when you start the game before pressing Play. Each save is in a numbered folder. If you aren't sure which folder, the number is shown in the save/load UI at top-righ...
by Interkarma
Sat Sep 22, 2018 1:56 am
Forum: Help & Support
Topic: Console Commands for no grinding
Replies: 5
Views: 72

Re: Console Commands for no grinding

Welcome to the forums. :) Use "help" in the console to view a list of available commands. Use "help [command]" to view more help on that command, e.g. "help tgm" will tell you more about that action. There are no console commands to raise stats. You could either make a Fortify Attribute spell or jus...
by Interkarma
Fri Sep 21, 2018 11:30 pm
Forum: Modder Discussion
Topic: Linux #132: Monsters rotation incorrect (Remaster 3.0 mod)
Replies: 6
Views: 113

Re: Linux #132: Monsters rotation incorrect (Remaster 3.0 mod)

Best raise this in the appropriate mod discussion area then. This forum is for bugs in Daggerfall Unity.

I do appreciate the report however. Cheers. :)
by Interkarma
Fri Sep 21, 2018 11:22 pm
Forum: Developer Discussion
Topic: new ToolTip vs. defaultToolTip for buttons not working as expected
Replies: 1
Views: 53

Re: new ToolTip vs. defaultToolTip for buttons not working as expected

Check out the HUDActiveSpells class for an example of creating a custom ToolTip instance within a Panel (HUDActiveSpells is derived from Panel, just like Button). It's still called "defaultToolTip", but that's just my naming - it's a whole new tip instance just for those panels. The trick with your ...
by Interkarma
Fri Sep 21, 2018 11:05 pm
Forum: Modder Discussion
Topic: Linux #132: Monsters rotation incorrect (Remaster 3.0 mod)
Replies: 6
Views: 113

Re: Linux #132: Monsters rotation incorrect (Remaster 3.0 mod)

I believe Hazelnut is correct and this is just part of the optimisation in KoW's mod. It shouldn't impact play much, other than to be a little immersion breaking under certain conditions. Are you able to reproduce without any mods installed? It's often best to raise questions about specific mods in ...
by Interkarma
Fri Sep 21, 2018 10:45 pm
Forum: Modder Discussion
Topic: How would you implement an auto-walk function?
Replies: 26
Views: 560

Re: How would you implement an auto-walk function?

It seems you've resolved your issues. In any case, here's some more detail I put together for you. You can work out target location rect from anywhere without needing to wait for location to load first. May be helpful later on. // Get player's current horizontal position in exterior world PlayerGPS ...