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"Fly on the wall" mode?
GraphicsKid Offline
Senior Member

Posts: 258
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Joined: Dec 2010
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#1
"Fly on the wall" mode?

I can't figure out what's going wrong with my monster right now. I can't see it because it's so friggen dark, and I can't look at it because if I do the screen goes all blurry... because apparently one half of a monster's big toe will do that to you...

My point is, this is really difficult to debug. It looked like the monster was trying to walk through a wall... but like I said it's hard to tell because of all the damned darkness and screen effects.
01-17-2011, 02:24 AM
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Andross Offline
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Posts: 38
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#2
RE: "Fly on the wall" mode?

Either add a few lights or activate "Draw physics debug".
Other than that, the debug output should tell you what the monster is "thinking".
(This post was last modified: 01-17-2011, 05:03 AM by Andross.)
01-17-2011, 05:01 AM
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GraphicsKid Offline
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Posts: 258
Threads: 34
Joined: Dec 2010
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#3
RE: "Fly on the wall" mode?

I do have "show entity info" on... that doesn't help much at all.

If I add a few light, he'll see me...
01-17-2011, 08:23 PM
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Andross Offline
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#4
RE: "Fly on the wall" mode?

(01-17-2011, 05:01 AM)Andross Wrote: Either add a few lights or activate "Draw physics debug".
Other than that, the debug output should tell you what the monster is "thinking".

Here's an idea: Add some lights, but stand on top of the ceilings or the other side of the walls so you can look inside but he can't see you.
(This post was last modified: 01-18-2011, 02:15 PM by Andross.)
01-18-2011, 02:07 PM
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Equil Offline
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#5
RE: "Fly on the wall" mode?

Open your level in the editor, click the grunt/brute, click the "Entity" tab, then tick "DisableTriggers". Now you'll be practically invisible to the enemy, you can stand right infront of him and throw boxes in his face and he won't care. As for the darkness, just give yourself a lantern using script, not much you can do about the blurry vision I think though.
01-19-2011, 03:20 AM
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