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Geep

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  1. Recently, I wanted to express the TDM Objective: “don’t pick up a particular loot item”. I guessed there’s a way to do it in the Objectives Editor using an “Acquire entity” component, but I couldn’t figure out how to make that work. I ultimately succeeded with a different, script-based approach. But for future reference, how should I have done it with “Acquire entity”? Details What I tried: I added a new objective, with “Ongoing” checked, then added a component of type “Acquire entity” aka “Player possesses item”. As part of that, I selected the Item field prompt “Name of single entity” and in the field put the entity instance name. But that name did not seem to “stick” across invocations of Edit Objective. I set the flags “Satisfied at start” and “Boolean NOT” (i.e., item not acquired). It wasn’t clear what to do what to set “Amount” to… zero? 1? What worked instead (abstracted here): A simple objective with default settings was used, with objective component type of “custom” / “Controlled by external script”. The loot item was given a frob_action_script spawnarg to call a script function, that in turn calls sys.trigger($atdm_target_setobjective_state_prohibited_loot_failed); // mission fail This atdm_target_setobjective_state explicitly set the minimal objective to state 3 (fail). (BTW, this overall approach made it easy to add bonus script-invoked sound-and-visual FXs as precursor to the “mission fail”. So all good.)
  2. Or maybe "done & hide" from a script: sys.trigger($atdm_target_setobjective_visibility_hide_my_objectives); $atdm_target_setobjective_state_hidden_done.activate($player1); // mark my hidden objectives as done
  3. I also would like this feature. It would avoid having to also hide all unselected items (outside the group) before ungrouping, so that you could then easily regroup.
  4. It's great to learn about the DR method, VanishedOne. Even though it's limited to a particular list type at a time, and - as you note - the up/down approach to results can be tedious when hits are bountiful. I wonder why the search box is kept hidden until you start typing. There's ample space (say, in the header) to keep it visible, and doing so would then advertise the feature's existence.
  5. Nice approach, even if the more detailed search is slower as you said; it has more to search without the speed benefit of pre-indexing.
  6. Different topic. I was unable to find is a way within DR to search for a particular object (to add to a map) by key word, ideally across the {entity, model, prefab} universe. (If it exists, please tell me where? Or this might be a new feature request [see below]) Maybe those of you on Linux use the op sys for this. Along those lines, here's what I came up with quickly for Win10 (i.e., without writing a shell script or C# program). Win10 as native support to index .zip's, but not .pk4s. So I made a copy of the tdm_update_win directory (say, " tdm_update_win_search_copy") and renamed all the .pk4 to .zip (using the command console "rename *.pk4 *.zip"). You can then follow the procedure here to make sure .zip files are indexed and the search includes them: https://superuser.com/questions/1252895/how-do-i-do-a-search-in-file-explorer-that-includes-subfolders-of-zip-archives# Purging non-zip files and folders from tdm_update_win_search_copy will cut down on the false hits. Then you start your search within that folder. The resulting listing, while non-ideal, should be often good enough. A limitation is that the algorithm is just looking for a string within individual filenames (e.g., within each .zip container), so doesn't know about any descriptive text. (An ideal version within DR could offer that, and smart filters too. And maybe over time synonyms, support for topic tags, on and on...) Interesting to hear about other solutions too.
  7. Geep

    StartPack 4???

    That's true. And you can use the filters to hide the obscuring patches. It's OK, but - you only see one character at a time (i.e., can't have multiple "create entity" viewers open) - without heads - can't change default zoom level, as you bounce among characters. Always have to rezoom. On a different topic, I'm playing around with water inside a sunken ship for the next mission. Info about floating objects was slight, so after researching it and doing some experiments I created a wiki page, attached. Could you instantiate it for me (and review as time allows)? Please also link from the [[Water Tutorials]] index topic. Thanks. Objects Floating in Water.txt
  8. Geep

    StartPack 4???

    I can understand that. The other aids to character selection also seem limited. The AI entity view in DR doesn't give much of a feel, given the rather distant view of separate bodies and heads with their obscuring patches and textures. In the forum, I did see that a skeleton AI "database" webpage exists, which could have character screenshots and entity paths, but doesn't currently.
  9. Just looking a startpack 3 for the first time. It's useful, but the presented sample AI characters ARE 100% DUDES. And more broadly, whole classes of standard-distribution AI humans and creatures are omitted. I'm willing to look into expanding the size and number of the character rooms to be more comprehensive (rather than immediately plan a new game). But only if the community thinks that is worthwhile. Has any work already been done on a StartPack 4? 
  10. Oh, sorry, this is in the wrong forum. I'll repost it in "I want to help"
  11. Just looking a startpack 3 for the first time. It's useful, but the presented sample AI characters ARE 100% DUDES. And more broadly, whole classes of standard-distribution AI humans and creatures are omitted. I'm willing to look into expanding the size and number of the character rooms to be more comprehensive (rather than immediately plan a new game). But only if the community thinks that is worthwhile. Has any work already been done on a StartPack 4?
  12. Or if time doesn't allow reviewing, please someone, just replace the original page content with the update (Model Scaler v2.txt), which I promise is better. Thanks.
  13. So, this is a known issue. When looking into this oddity, I did try to consult the bugtracker, but found it down, as Springheel notes. When the tracker revives, it might be helpful to add a link back to this thread to an appropriate existing bug report. Otherwise, I've little more to add here.
  14. OK, here's a revision. I promoted grayman's addition into it's own section, corrected the bullets and links, tweaked the headings, verbiage, & italics a bit. As I mentioned, the reformatting was done blind. Please review, fix any remaining bloopers, and update http://wiki.thedarkmod.com/index.php?title=Model_Scaling Thanks Model Scaler v2.txt
  15. Understood. Makes it hard to complete format tweaking, though, which is generally an iterative process for me. (Ideal system would be some forum sandbox to post and refine wiki page previews. Don't really expect that.) I guess I can further format the wiki source blind and attach the suggested revised version here. Is that the best approach?
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