Week 3
This week was mainly for Nick and James to use for practicing their presentation, although I still gave feedback during these sessions. Minor changes to the graphs were also made, such as changing the scale of the graph (ranging from +4 to -4).
Following on from the presentation with the supervisory team, which I though Nick and James presented well, One of the supervisors mentioned the fact that the player’s flashlight could be turned on and off in the “dark” map. It was decided that it would be a good idea to make sure the flashlight was always on so that it would not affect a participants results during testing. Initially I went about searching the code used in Half Life 2, where I found that the command “sv_infinite_aux_power” could be used to stop the battery power from draining. The only other remaining problem was how to make sure the player’s flashlight could be turned on, and not turned off by the player. After doing more research, and some information from Nick, I found the command to turn on and off the flashlight, and simply placed a trigger within the level that forced the flashlight on, and by removing the key binding in the options, this prevents the player from turning it off.
Following on from the presentation with the supervisory team, which I though Nick and James presented well, One of the supervisors mentioned the fact that the player’s flashlight could be turned on and off in the “dark” map. It was decided that it would be a good idea to make sure the flashlight was always on so that it would not affect a participants results during testing. Initially I went about searching the code used in Half Life 2, where I found that the command “sv_infinite_aux_power” could be used to stop the battery power from draining. The only other remaining problem was how to make sure the player’s flashlight could be turned on, and not turned off by the player. After doing more research, and some information from Nick, I found the command to turn on and off the flashlight, and simply placed a trigger within the level that forced the flashlight on, and by removing the key binding in the options, this prevents the player from turning it off.
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