Torchmodders

Modding => Modding Questions => Topic started by: Question on February 09, 2016, 12:47:50 pm


Title: Cant get prop names to display correctly
Post by: Question on February 09, 2016, 12:47:50 pm
Seriously no clue why runic has to make things so difficult.

Common sense says that all we need to make props have names is to edit them in the prop editor to have a name.

NOPE.

I've had to make them collideable, add a vertical text offset and give them a collision radius.

And the names still will not display correctly.

I am standing next to one of the secret room valves in the dwarven labs. It has no name. Yet i can use the console to spawn the same prop and it will correctly have the name.

Seriously, why? This is dumb. Is the game simply incapable of looking at the prop file to see "oh this thing has a name!"? It's not even that, because the game is capable of displaying the name when i spawn it via the console, but NOT when i find it in a map.

And to top it off, there is no console command to teleport to a particular room or even a dungeon floor so i cant test it properly.
Title: Re: Cant get prop names to display correctly
Post by: Phanjam on February 09, 2016, 10:44:20 pm
...there is no console command to teleport to a particular room or even a dungeon floor so i cant test it properly.
In GUTS? I think it's "dungeon [name of dungeon]".

Like "dungeon qatest" will bring you to that big split-level room with all the merchants...
Title: Re: Cant get prop names to display correctly
Post by: DeeZire on February 11, 2016, 03:40:28 am
What you describe does work as intended, however many of the prop names are over-ridden or changed within individual layout files, Runic tend to do this a lot where 'secret' doors or switches are employed, so try looking in there. The levers fir the Vault secret rooms are done this eay, the prop display name is 'Lever' but Runic changed this to blank in the secret door layout file so it was more hidden to the players.

There is a way to teleport to a particular floor/dungeon area but the method escapes me, and it involves using a specially coded item like a scroll IIRC.