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I do, however, appreciate your suggestion.
1- find the "night area" asset in the data folder inside the tools. place the volies inside and they wont burn.
2- check the wiki for any other info http://dldt.byethost16.com/wiki/index.php/Main_Page
regards
Once again, I thank you for your help. I'll be sure to stalk you check out your channel and workshop.
I have considered getting Discord due to the heavy use of it, but I currently have not even ventured to the site.
Sincere thanks.
How do I set it up so that players lose their items and are given whatever items I choose? In the Bozak Horde and Hellraid, players lose their items (which are placed in the player stash). In the example map for the Dev Tools, the map is set up so that the player is given a few weapons and all of the skills. How do I decide what players have?
How do I change attributes? For reasons unknown, some of the presets for interactives (PhysicalSwitchDI) have the "Render Mesh" attribute set to false by default. One of these is "IT_using_keys", which is a door that is opened with a unlocking animation.
then to give players whatever items you want, use ,give-weapon
you can take a look at quests built into some custom maps, going here http://dldt.byethost16.com/wiki/index.php/Harran%27s_Archaeological_Site, for example
its a good thing to do to see how some things are done, even to get ideas
you can also take a wquick look at the phases list available, here: http://dldt.byethost16.com/wiki/index.php/Phases
some have descriptions, or you can even test some stuff out just by looking at the phase names.
theres also the starting player config, to start players off with x items at your choosing - you can set up levels as well.
http://dldt.byethost16.com/wiki/index.php/Player_Configuration
there's also http://dldt.byethost16.com/wiki/index.php/,move-inventory ,move-inventory which i haven't used but sounds relevant
2 - does the interaction not work when you test the map?
im not sure why the key animation is there for us to place down, but it sounds like the script we write attaches the trigger to the object, might be true for all "render mesh" false triggers - its what it all seems like - i hadnt noticed that tbh