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Amadeus

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Everything posted by Amadeus

  1. Now there's a good idea for a custom AI. A spider queen with six or seven spiders following her....
  2. Hard to argue with results! Glad you found a fix for this
  3. Yeah, sorry about that, that is when the archive was formed, I'm not really sure what I can do about that
  4. So, there is actually an SVN repo with these tga font images, they are 256x256. Is something like this what you are looking for:
  5. These arrow elementals are actually a takeaway from the Thief series, but for mappers they do allow for greater flexibility and creativity in placement.
  6. So these alternative arrow models are courtesy of Kingsal. He made them for his Volta campaign and has allowed myself and other mappers to use them if they want. You can find them in my FMs as well as Goldwell's.
  7. I was thinking about it, and it would have been nice, but that's five briefing pages for an incredibly small map. I'd practically give away the whole map in screenshots. That plus limited time/energy. It would have been a nice thing sure, but I did have other more important fish to fry before the deadline
  8. yep, I just used the "diff_1/2/3_nospawn" spawnargs for the player starts (and about a million other things, like loot, ai, foglights, etc.)
  9. Ha! You are welcome to crack open the map and find out But what I did
  10. Glad to hear you enjoyed it! And to answer your questions, it's been a while since I even looked at those readables, but I'm almost positive they are red herrings
  11. WOAH! Great work!! It's kinda funny that you have to take a potion, but that could actually be an interesting thing you buy at an in-game shop. maybe to herd zombie AIs? Anyway, this is cool and I hope you share a test map please
  12. it was a long shot, but I figured it'd be worth trying. are there any seemingly relevant console errors that pop up?
  13. try giving your ai the spawnarg/value "use_aas"/"aas32"
  14. It's nice to see a good, wholesome mission like this. No violence, no stealing, just genuine, wholesome moving-based gameplay. It's fun for the whole family!
  15. this sounds like something that'll need a custom def. I know you can bind lights to the player and a few other things; I feel like this should work too, but experimentation will be needed. If I have time today or tomorrow I might look into it
  16. Oh shoot, I misread, sorry. No I haven't gotten that to work
  17. I have this working in my current WIP. I have a path_follow_actor node targeting the "lead" AI, and then I have the "follower" AI targeting the path_follow_actor node. This has worked flawlessly for me in both 2.11 and 2.12. On a side note, this setup would make a good prefab for 2.13
  18. This really is a fantastic FM. It's super stylish, oozing with atmosphere and visual detail. I am still one secret short of finding all of them
  19. Ha, a man who's going through all the difficulties I see by the way, its great to see you back, Strunk!
  20. Thanks for not only playing but leaving a comment as well, it means a lot :). This little experience has enlightened a love of making small missions within me, so I hope to release more smaller missions soon
  21. Thank you! And yeah, I don't think we really accounted for the potential confusion on an April Fools release, we just wanted to release silly missions. But thanks for putting em up on the database!
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