Quote: "Conjured Entertainment & Soviet,
Can you send me a stock level FPM file showing this 'test game works, build game stops at 95%' issue, thanks All other showstopper issues reported in this thread (that I could reproduce) have been solved for BETA8. Nearly there."
I am thinking my problem might be in my custom media, so I am going to trying removing each thing until it works, so I can figure what is causing the problem.
May take awhile to figure it out or to reproduce it with stock media, so don't wait on us.
Please, feel free to release that puppy as soon as you can, and we can always fix our thing in the next beta or so when we do have an FPM for you.
Quote: "Can you tell me how to disable Dark AI characters going through doors"
Didn't someone say there was a instance of stopping them from passing through if the door's punch doesn't have a door_ prefix?
If so, then change the prefix and it should prevent them from passing through.
Is it all the doors or just certain ones? (because you could always use a different type of door)
The dooruse.fpi uses an activated=2 to open the door.
Some people scripts, like main-weapon.fpi (the DarkAi script), have the following line or something similar...
:nearactivatable=0:settarget,activatetarget=2
As you can see, that line would activate the door using the dooruse to it's open state, allowing the enemy to pass through.
So, if you are using similar scripts for the characters and doors, then they will pass through.
It is the last line in the script, so just use a semi colon ( ; ) to comment that line out and you should be good to go.
What confuses me though, is that it should be =1 to return true, right?
So, why check for not being near it to activate it.
It looks like this would open the door before it ever gets there.