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Showing content with the highest reputation on 07/20/19 in all areas

  1. Hidden Hands: Vitalic Fever Filename : hhvf.pk4 Date of release: 20/07/2019 Latest Version: 3 (17/02/2021) Download via the in-game downloader or here: http://www.southquarter.com/tdm/fms/hhvf.pk4 http://darkmod.taaaki.za.net/fms/hhvf.pk4 http://www.fidcal.com/darkuser/missions/hhvf.pk4 Known bugs: - stencil shadows do not work correctly (version 1) - sometimes, the character "Applefinger" cannot be knocked out when sitting on the chair without failing the mission. (version 1) Hidden Hands Series: I. Initation - II. Vitalic Fever Jack Farmer: mapping & drafts Amadeus: alpha testing, geometry fixes, performance checks, drafts for gameplay and objectives, revision of all readables, dialogues & narrator texts Grayman: AI fixes, gameplay fixes, trap fixes Duzenko: alpha testing, performance checks and improvement tips Beta Testers: - Joebarnin - Cambridge Spy - Boiler's Hiss (aka "The architect's darling") - Jedi_Wannabe (aka "The man of many voices") - Amadeus (aka "The Writer") Voice actors: Malasdair Narrator Jedi_Wannabe All four guards chatting about the guests, chickens, inventions and unusual job interviews New Horizon The educated Builder Goldchocobo The naive Builder Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. - VanishedOne, Stumpy, Destined, Grayman, Joebarnin and ERH+ for patiently answering my questions solving all the in-game problems. - PsymH (aka "Stringer Bell") for connecting me with the right guys on TTLG for additional voice acting. - Goldwell for teaching me how to integrate a custom video in a fms and helping me with troubleshooting during the integration of one of the Builder's voices. - all voice actors & beta testers for their great support. - all others not mentioned here who answered my questions in the Newbie thread or via PM. Contributors from the Inventor's Guild: - Destined wrote a new definition for the "spidsey-babsies", enabling those beasts to move through tunnels. - Grayman wrote a script enabling Halfrid to hold the quill only when it is needed. He also fixed several other AI problems with respect to path finding, damages and interaction with light switches. Pilfered items: - Portal sky with hills and trees originally developed and arranged by Sotha for "Thomas Porter: The Transaction". - Frobbox booster re-created from a map originally developed by Grayman All new ambient music and sound effects written, performed and mixed by Jack Farmer. Briefing video by SirSmokeAlot Pictures
    4 points
  2. Hello Springheel, You are right, I have tried this once again and now it works as I always wanted it. Thank you very much for your help! I will adjust this for the two locations in question....and then I will post a release thread. Jack
    2 points
  3. Congratulations Jack! I had a great time with this mission (beta testing).
    1 point
  4. I just tried it in a testmap and it worked fine. Save the following as a .map file. The citywatch will patrol to three of the 4 corners. Flip the switch and one corner will be teleported so that he now only patrols to 2 corners. Version 2 // entity 0 { "classname" "worldspawn" "editor_drLastCameraPos" "0 0 0" "editor_drLastCameraAngle" "19.2 313.2 0" // primitive 0 { brushDef3 { ( 0 0 1 -160 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 1 0 -96 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 5 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 1 0 0 -160 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 5 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.0520833320915699 0 63.375 ) ( 0 0.0520833320915699 5 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( -1 0 0 -144 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 5 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 0 -1 152 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 -152 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 1 0 -96 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 1 0 0 -160 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( -1 0 0 -144 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 -1 0 88 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 } } // primitive 2 { brushDef3 { ( 0 0 1 -152 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 1 0 -96 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 1 0 0 -160 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.0520833320915699 0 63.375 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( -1 0 0 152 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 4.583333015441895 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 } } // primitive 3 { brushDef3 { ( 0 1 0 -96 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 1 0 0 -160 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.0520833320915699 0 63.375 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( -1 0 0 -144 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 0 1 56 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 } } // primitive 4 { brushDef3 { ( 0 0 1 -152 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 1 0 0 -160 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.0520833320915699 0 63.375 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( -1 0 0 -144 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 1 0 120 ) ( ( 0.0520833320915699 0 63.375 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 } } // primitive 5 { brushDef3 { ( 0 0 1 -152 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 1 0 -96 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.0520833320915699 0 63.375 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( -1 0 0 -144 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 ( 1 0 0 136 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 4.583333015441895 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0 } } } // entity 1 { "classname" "info_player_start" "name" "info_player_start_1" "origin" "-104 -96 -56" "angle" "90.000000" } // entity 2 { "classname" "path_corner" "name" "path_corner_1" "origin" "-112 64 -56" "target0" "path_corner_2" } // entity 3 { "classname" "path_corner" "name" "path_corner_2" "origin" "120 64 -56" "target0" "path_corner_3" } // entity 4 { "classname" "path_corner" "name" "path_corner_3" "origin" "120 -96 -56" "target0" "path_corner_1" } // entity 5 { "classname" "atdm:teleport" "name" "atdm_teleport_1" "origin" "96 -96 -56" "target0" "path_corner_2" } // entity 6 { "classname" "atdm:switch_flip" "name" "atdm_switch_flip_1" "origin" "-126.725 -24.9769 -16" "rotation" "0 -1 0 1 0 0 0 0 1" "rotate" "0 0 45" "target0" "atdm_teleport_1" } // entity 7 { "classname" "light" "name" "light_1" "origin" "8 -16 88" "light_center" "0 0 0" "light_radius" "320 320 320" } // entity 8 { "classname" "atdm:ai_citywatch" "name" "atdm_ai_citywatch_1" "origin" "-16 -96 -47.9446" "rotation" "1 0 0 0 1 0 0 0 1" "team" "0" "target0" "path_corner_1" }
    1 point
  5. You can use a target_relay as your completion target instead, which does have the ability to have multiple targets.
    1 point
  6. Piggybacking onto what Springheel wrote, I would recommend adding in a trigger_count entity, listing the count at whatever number of objectives you have. Then in the objectives window have that trigger_count get triggered for each objective that's completed. You can do this by going Inside the mission objective screen, go into edit objective and add the name of the trigger_count entity in the field labeled "completion target". And then have the trigger_count entity target your speaker for the final voice line.
    1 point
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