Hi. I had to rebuild the game because my stupid boyfriend overwrote it by accident. but it wasn´t too much work at all. But now my character doesn´t like the waypoints I´ve set. It always jumps to the curser and then back to her position. Is it possible that the waypoints are too much crossed?
have you set up the way borders correctly? the character has to be inside of the border otherwise strange things can occur... also does it give any errors in the log file?
you should also create copies of your .ved project files before/after any major changes & every so often in general just in case anything happens or it gets corrupted during a save (v3.7.1 is not the most stable build when it comes to saving)
Second topic is a wardrobedoor I ´ve tried to overlay with a second layer I loaded into the setting objects, that shows the wardrobedoor open. Can you tell me wich action I have to set to the closed door, so that the second layer appears? Maybe it has something to do with visabillity?
And of course there is an object in the wardrobe.. I hope I can sometimes find out somethings myself in the future. I appreciate your help.
you can actually use animations for things like doors etc which you can assign inside of a single object... or you can also if you don't want to animate the door of the wardrobe opening smoothly & are only using 2 images (open/closed) then you could create 2 objects, one with open image assigned to it & another with closed image assigned to it & then create a single condition for both which you link inside of the objects properties tab (one with "negate" false checked) & then you can either create another object to use for executing the object actions on in which you control which should be performed with an if else query or you can add the actions to the objects with the 2 images - whichever works best for you.
you will have to mess about with the objects center for the object - also you could also assign the same condition the the object as the one used for wardrobe door is open so it's only visible/active when door is open. I'm sure you will figure it out as you go along