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Strange projectile problem

Posted: Wed Sep 01, 2010 7:16 pm
by iron
Heh, I feel like a n00b all over again posting questions like this.

I have a mesh on which about 5 different types of projectiles are defined and strewn in various locations. When I look at it in Loathing I can see them all just fine.

When I open the map in Myth, though, not one projectile is visible. The shift-pagedown toggle confirms that projectile count is zero.

Anyone have any ideas what could be causing this?

Re: Strange projectile problem

Posted: Wed Sep 01, 2010 7:24 pm
by carlinho
mmm that's weird

are the projectiles set to dormant at rest?
maybe they have expiration flags or do not promote into visible projectiles, and when the game starts they just disappear promoting into nothing at all

I would have them set as dormant at rest, and remain after detonation and see if that's the problem

Re: Strange projectile problem

Posted: Wed Sep 01, 2010 8:43 pm
by iron
They're just standard things like dwarf sats, ghol cleavers and mandrake roots :\

Re: Strange projectile problem

Posted: Wed Sep 01, 2010 8:51 pm
by carlinho
are you using myth on a pc on vista or windows 7 ?

if that's so you need to run loathing as an administrator to make changes on your local folder...

Re: Strange projectile problem

Posted: Wed Sep 01, 2010 9:55 pm
by iron
Yes I am, but yes I am :) Its not a permissions problem.

I could always add "units" to my map that detonate immediately into the projectiles I want, but really seems like overkill.

Re: Strange projectile problem

Posted: Wed Sep 01, 2010 10:43 pm
by carlinho
weird, because I just opened up loathing in my mac, placed in willow's creek some dwarves satchel charges, and opened the game, and voila, there they were....
so something's strange is happening to your local folder....
definitely must be some problem with permissions or a bad install...

Re: Strange projectile problem

Posted: Thu Sep 02, 2010 12:59 am
by iron
Actually I can do the same. Its just a problem with this particular mesh.

*sigh*

Re: Strange projectile problem

Posted: Thu Sep 02, 2010 6:43 am
by iron
Found it. I had a few too many monsters (and a couple of projectiles) that detonated immediately on starting the level. Making half of them invisible & scripting them to "appear" 1 second after the start solves the problem - all my projectiles are present and accounted for :)

Re: Strange projectile problem

Posted: Thu Sep 02, 2010 11:06 pm
by carlinho
great!!