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Destined last won the day on April 22

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  1. Agreed. I hope I find the time and motivation to continue my WIP. Maybe I could finally contribute something myself...
  2. Loot should have its own entity class and according to the wiki it is possible to filter by them. I have no access to DR right now, so I cannot test this, though. I assume the filter as written in the section "More Complex Filters" would be exactly what you are looking for. All you need is the correct word for loot as an entity class. You could check in the def file, which entity type is defined there.
  3. Thief Simulator is not really comparable to Thief apart drom playing a thief. It is a nice idea, but has no real story other than "you are a thief that tries ro make a living". I have started it, but have not played it for some time.
  4. Ten years is really impressive. And it is nice to see that, even if the community has grown smaller, there are still new faces popping up from time to time. I have hopes that this community will survive another ten years and am really excited to see how it will develop further.
  5. You can create filters in DR for specific entity types. See the Wiki: http://wiki.thedarkmod.com/index.php?title=Defining_custom_Filters_in_DarkRadiant
  6. I love this song. I first heard it in the trailer to the movie "Logan" (also very recommended, if you like the X-Men; and even if you don't it is quite good). Since then, it is a permanent part of my playlist.
  7. If you just want to change the model and both models use the same bones for animation (which is not the case for the werebeast, unfortunately), it may work, that you simply change the model via script / the S/R system. But I am not sure if there are problems with that, as AI may have more definitions that include the model. For a transparent model, where the skeleton shines through, I am not sure if this is possible. I fear you would rather have to merge the two models in Blender.
  8. I agree. I had a mission (or rather a short campaign) plannes, in which the main character would be a pagan that was forced to live in the city. Unfortunately, I lost all progress due to a hard disc crash and insufficient back ups, so I am currently not really motivated to start that again. But maybe some time in the future I will actually take the idea up again.
  9. Is this what you are looking for? http://wiki.thedarkmod.com/index.php?title=Security_Camera
  10. As far as I understand, the problem with walking AI is that they currently have a target path_node that they are walking towards, so adding a new target will not change the target they currently have. Is there a way to clear all current targets before adding the new one? This would create the same case as with sitting/sleeping AI (no target -> new target) and could maybe have the same effect. I just don't know if it is possible to determine and delete the current target of an AI as this appears to be different from a target spawnarg. A more drastic measure to achieve this would be to replace each AI with the same model etc, but with a running point as a target. Problem here would be that the player might see the switch, if he has line of sight to them. If there are no AI around, while the alarm goes off, this should go unnoticed. Oh, it just occured to me that the script would also have to check, if the AI is currently KOed/dead, so these will not suddenly get woken up / resurrected to flee.
  11. Amen to that! Assassin's Creed is fun, but compared to real stealth games like Thief and TDM it is really easy. I am glad that you like TDM and wish you a lot of fun with it!
  12. Nice work! I like the elements theme (kinda reminds me of The Fitfth Element). Not 100% sure about the Move To Position effect, but I could imagine that this only works with moveable entities. If you just want to have the block in another location, try the Teleport (Set Origin) effect instead.
  13. Shouldn't this simply work by using the name given via "name_attach#"? So, in the case above use the first three lines and then e.g. $gate_key.trigger(). I mean, it is an entity with a specific name in the map, so it should not be different to other entities that you target via their name. The only problem I could see is if there are multiple entities with the same name_attach line. In that case, I assume the def_attached entities will be numbered and the script would only target the first that was created with the def_attach, because it would be the only one with that name. However, this is more guessing based on my understanding...
  14. In case of the grill lamp, it is actually a light entity with a model, not a model with a def_attached light. It also has a colorme skin by default. Hence, my assumption that it has to be rerendered. Here is a snippet from the "Attach Props to AI" Wiki page, which def_attaches a key to a guard an then changes some properties: "def_attach6" "atdm:prop_silverkey" "pos_attach6" "belt_back_right" "name_attach6" "gate_key" "set inv_name on gate_key" "gate key" "set name on gate_key" "gate_key" This should also work for other def_attached entities.
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