wouldnt be a bf fan video if it wasn't 10 minutes long.
Posts by Vilham
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We use Unity editor as our level editor, we have an actual level editor, whereas gorilla use maya only from the look of it. Which as you pointed out is how naughty dog works too.
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We do have a level editor liam...
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As long as it includes a mode without explosives it will be fine. Explosives on all the CQC maps in bf3 make them shit. The moment you go on a server that kicks for explosive kills the CQC maps become fun, otherwise its a case of who can fire more m320 rounds.
I was hoping this expansion would be more like bf2:sf which was a great game.
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Dunno, last I heard it was fully blown retarded. If you lose your connection it kicks you out of the game and didn't save your progress.
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its $144 a year, way too much. You can get a wordpress page for $10 a year.
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Yeah hope everyone still has a job, im concerned by them cutting 540 management roles, Blizzard currently is very seperately from Activision, this sounds very much like they could be merging, which would only be bad for Blizzard.
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So that works, but only the first time exporting it. So ive just created a new flowgraph when i want to export, and then delete it when ive done that. Ive met my goal though of spending 10 evenings on this and getting it to a level that im as happy as I guess I can be.
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Personally I think its great as it is. You just need more content.
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just removed the debug message and now it doesnt work again



It is 100% to do with it starting the animation already done when exported sometimes, when it just worked the door was closed. Now ive rexported it the door is open at the start of the level. Basically there are two trackviews sharing the same assets, the first opens the door a little bit, the last crashes an APC through that door which is already a bit open thanks to the first trackview. At the start it should be using the first trackview, but as far as the game is concerned I guess neither has priority.
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Ok very strange, I changed it to a different trackview, it didn't play, I then changed it back to the APC trackview and it magically just works. I guess I just needed to refresh which one it thought it was loading or something.
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thats the exact thing I tried. No luck unfortunately. -
Quote from e-freak
i barely do ingame cutscenes, but dont you need to tick cut scene for this to work in the sequence properties? also tick noseek and on the related entities make sure they are set to "always update"...
Ive just tried changing the cut scene thing, which I wasn't sure was the issue as my other cutscenes have the exact same properties as the final one, unfortuantely it didn't fix the issue. Im fairly certain it has something to do with the fact that sometimes on starting the level in game the final cutscene door already appears to either be at the start of the animation or at the end of it. Therefore when it tries to play later it can't. Which actually gives me an idea..
Edit - Idea didn't work. Im almost certain it is to do with the fact that this animation appears to already be at its start/end at the beginning of the mission
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As I feel I shouldn't spam this forum with help threads I will add this on the end.
Ive worked on a level in CE3 and everything is great in the editor, it all runs etc. However when I switch it over to in game suddenly my last of 3 cutscenes does not fire. Now this breaks the flow of the mission and makes it impossible to complete. Does anyone have any idea why a cutscene might fail to play heres some screenshots of how ive set it up:
[attachment=1]trackview.jpg[/attachment]
[attachment=0]flowgraph.jpg[/attachment]
Now ill point this out again, this works fine within the editor, it is only in game that it fails to play. Now I considered that maybe its attempting to play at start up and can only play once or because its entitys are already animated in a seperate trackview once therefore it wont allow them in a seperate animation, but I don't know enough about trackview to determine that.
Any help would be greatly appreciated, im attempting to get this as good as possible within 10 days of work.

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haven't had a single issue with my 6950
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Cool. looks like a new unreal/quake game, along with tribes that the industry sorely needs more of.