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NeonsStyle

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Yes, this time the S/R are on the trigger itself. With the trigger_once targeting itself the Stim: Trigger is activated. You can set it up on one trigger_once entity and just copy paste it for each entrance. Afterwards, you have to add the "Remove" effect for each entity created that way.

As stated a couple of posts above, this would also have worked for AI with the S/R on your trigger_relay and the trigger_relay targeting itself.

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Yes, this time the S/R are on the trigger itself. With the trigger_once targeting itself the Stim: Trigger is activated. You can set it up on one trigger_once entity and just copy paste it for each entrance. Afterwards, you have to add the "Remove" effect for each entity created that way.

As stated a couple of posts above, this would also have worked for AI with the S/R on your trigger_relay and the trigger_relay targeting itself.

 

I get an error in game when I have the trigger_once_22 target itself. The game won't let you do it.

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Yeh ok, I tried a trigger_relay but it didn't work. What about the Play Sound and Play Sound Shader effects in Response? How are they used? They don't work if you target them at a speaker name. I'm guessing you need to target them directly at the file.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I have read (or rather have been told) you should rather use the Play Sound Shader. It targets a Sound Shader file (which I assume you have successfully created), just the same as you would use in a speaker. The channel can be left free. Here, you could also specify on which channel the sound is played (e.g. player, narrator, etc). However, I am not sure what the correct syntax for this arg would be...

Does the S/R work with another entity?

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Personally I use speakers for all my sounds, I find it more user-friendly to use spawnargs for setting whether the sound should loop, be omnidirectional/global, how much mindistance and maxdistance, wait for a trigger and so on. It doesn't look like you can modify these settings in S/R played sounds. Though you could use the S/R to trigger a speaker which has the settings you want.

Edited by Dragofer
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Sounds reasonable. I have not much experience with sound, to be honest. This was just a suggestion based on the limited experience I have. Ideally the speaker would be bound to the person talking, as it will move along with the person. I am not sure, how the sound behaviour is with my setup.

Edited by Destined
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I sorted the sound issue.

 

I still need to unlock the door to let the player in after the conversation finishes (since I can't do animations). So this is how I tried to do it, but it doesn't work.

 

trigger_once_22 to start conversation

 

Stim Response (SR) on trigger_once_22 with effect Add Target on Trigger_Relay_2

 

Trigger_Relay_2 spawnarg delay 71 and SR with effect change spawnarg on library (door to be unlocked) locked 0.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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trigger_once_22 to start conversation

 

Stim Response (SR) on trigger_once_22 with effect Add Target on Trigger_Relay_2

 

Trigger_Relay_2 spawnarg delay 71 and SR with effect change spawnarg on library (door to be unlocked) locked 0.

 

How does the trigger_once_22 start the conversation? Does it target a trigger relay or does it target another entity? Trigger_once entities can have only one target, so this might be a problem here. Also, I don't understand the "Add Target" on trigger_relay_2. As soon as the relay is triggered, it sends a trigger to all targets set via target spawnargs on the relay. If I understand your setup correctly, your trigger_once targets another entity (trigger_relay or other). However, this will not trigger the S/R on the trigger_o0nce, as it targets something else. Consequently, the S/R on your trigger_once does not start and you don't get the desired effect.

So, I would do one of the following:

1. If the relay (ore the trigger_once) already activates a S/R on one entity (i.e. the start of the conversation) I would simply add the effect "Set Spawnarg, Target = library, Key = locked, Value = 0" to this S/R.

2. If the trigger relay has a target to start the conversation, you can add "library" as an additional target for the trigger_relay and give the door the S/R: Stim: trigger, Response: Trigger, Effect: "Set Spawnarg, Target: _SELF, Key = locked, Value = 0"

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No the conversation is simply trigger_once_22 targeting a speaker (target conversation_01). The issue before was there were two triggers so it was possible to hear the conversation twice, so I just used one trigger to cover both doors. This way was a lot simpler, and it solved the issue of the repeating conversation. Now it triggers just once.

 

Yeh I think I'm a bit confused on getting this door unlocked after the conversation., All I need for the door is, 71 seconds after trigger_once_22 starts the speaker (target conversation01), it unlocks the door.

 

Also could you tell me why this blood splatter won't show up in game? It's a blood decal from textures/darkmod/decals there's a series of blood decals 01 to 09. However in game,it just won't show up.

 

 

 

blood.jpg

 

 

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Ah, ok.

I just checked the different trigger entities. Apparently a trigger_once can actually target multiple entities (I am not sure then, why I thought it could not; maybe someone told me?), so you can have your trigger_once target the trigger_relay. Give the trigger relay a delay of 71 seconds and the target door. The door gets the S/R Trigger, Effect: "Set Spawnarg, Target: _SELF, Key = locked, Value = 0".

I also found a trigger, that reacts to a specific entity: trigger_entityname. According to its description it reacts to a specific entity. So you could use this trigger with the spawnargs "entityname <Name of the AI>" and "target door" and set it onto one of your path_corners. The setup for the door should be as described above. This way, as soon as the AI enters the trigger, the door will get unlocked and you don't need a delay for the length of your conversation. BTW: the trigger has to be created from a worldspawn with the size you want the trigger to have.

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You'd need another approach than spawnargs, there are only a handful cases where changing them after mapstart has an effect. Usually you need to use things like setSkin or setOrigin functions instead of changing the skin or origin spawnargs, for example. Just tested that changing the locked spawnarg doesn't work either.

 

There's an entity called atdm:target_changelockstate that you can use, right-click -> create entity and start typing out parts of its name. In its default setup it just needs to target the door and get triggered by your trigger_relay edit or whichever other trigger you use.

 

 

The blood decals you mentioned say that they aren't for mapping use and you need to use textures/decals/splat instead.

Edited by Dragofer
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Ok, the first way didn't work. I'll try the second tomorrow. Thanks once again Destined. :)

 

Just this and the briefing to go and should be ready for beta. Everything else is done, and it's performing as fast as I can make it. Hopefully

beta's can get some more out of it. Still, the fps is pretty much the same as I get for Bikerdudes PD3 map so should be good.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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You'd need another approach than spawnargs, there are only a handful cases where changing them after mapstart has an effect. Usually you need to use things like setSkin or setOrigin functions instead of changing the skin or origin spawnargs, for example. Just tested that changing the locked spawnarg doesn't work either.

 

There's an entity called atdm:target_changelockstate that you can use, right-click -> create entity and start typing out parts of its name. In its default setup it just needs to target the door and get triggered by your trigger_relay edit or whichever other trigger you use.

 

Yet again, I learned something new :) Will keep that in mind for myself.

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Yet again, I learned something new :) Will keep that in mind for myself.

Yeh it doesn't work. Before I had the relay with the stims, but changed it to the door as you said above

and it still doesn't work. I'm going to test with a trigger if a stim can unlock a door at all and if the delay works.

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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You'd need another approach than spawnargs, there are only a handful cases where changing them after mapstart has an effect. Usually you need to use things like setSkin or setOrigin functions instead of changing the skin or origin spawnargs, for example. Just tested that changing the locked spawnarg doesn't work either.

 

There's an entity called atdm:target_changelockstate that you can use, right-click -> create entity and start typing out parts of its name. In its default setup it just needs to target the door and get triggered by your trigger_relay edit or whichever other trigger you use.

 

 

The blood decals you mentioned say that they aren't for mapping use and you need to use textures/decals/splat instead.

 

Ahhh thank you Dragofer, That works, though I need to get a delay. I tried to use the delay spawnarg but it doesn't work.

I'm using the same trigger that triggers the conversation is triggering the atdm:target_changelockstate.

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Ahhh thank you Dragofer, That works, though I need to get a delay. I tried to use the delay spawnarg but it doesn't work.

I'm using the same trigger that triggers the conversation is triggering the atdm:target_changelockstate.

 

That sounds like you no longer have a trigger_relay inbetween the conversation trigger and the target_changelockstate? I don't think the delay spawnarg works on all entities so you'd need to have it on a relay to be safe.

 

If that doesn't work for some reason then you have trigger_timer, which has the usage instructions in its 'create entity' list description. Trigger it with the start of the conversation, then remember to trigger it again afterwards to shut it off.

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That sounds like you no longer have a trigger_relay inbetween the conversation trigger and the target_changelockstate? I don't think the delay spawnarg works on all entities so you'd need to have it on a relay to be safe.

 

If that doesn't work for some reason then you have trigger_timer, which has the usage instructions in its 'create entity' list description. Trigger it with the start of the conversation, then remember to trigger it again afterwards to shut it off.

 

That worked beautifully. Thank you Dragofer. :)

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I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Question: I am considering two possible endings for the player to choose. So how do you do this:

 

ie; Obj A OR Obj B. but not A AND B. The player should be able to choose one and only one. Both A and B are drop item objectives and

I know how to do that, but don't know how to block the other one in case the player picks up the item after completing A and uses it

to try to complete B.

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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You can create an objective. This objective gets both "drop item" components. Then you use the line "Success Logic" and type in "1 OR 2". With this the objective will be marked as successful if either of the two components is met. However, in this case I don't know how to create different resulting effects for the choice. But this would be possible, if you create two different objectives:

This time, you create two different objectives with each having one "drop item" component. Then you create two "target_tdm_setobjectivestate". With these entities you can manually set the objective state of an objective (defined by the Obj_ID spawnarg) to a specified state (defined by the spawnarg obj_state, 0 = incomplete, 1 = complete, 2 = invalid, 3 = failed). Now you can but one of your Objectives into each of the target_tdm_setobjectivestate entities and mark them as "invalid" (I am not sure, if this is the right choice, i.e. if the level ends when the objective is marked invalid and all otehr objectives are fullfilled) by targeting the respective target_tdm_setobjectivestate with the "Completion Target" in the objective.

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Ok thanks Destined. I'll go through that. Also End of mission, I'm guessing final objectives with Ending Objectives set to 1 AND 2 etc, set to enter trigger_once EscZone. Yes?

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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You can create an objective. This objective gets both "drop item" components. Then you use the line "Success Logic" and type in "1 OR 2". With this the objective will be marked as successful if either of the two components is met. However, in this case I don't know how to create different resulting effects for the choice. But this would be possible, if you create two different objectives:

This time, you create two different objectives with each having one "drop item" component. Then you create two "target_tdm_setobjectivestate". With these entities you can manually set the objective state of an objective (defined by the Obj_ID spawnarg) to a specified state (defined by the spawnarg obj_state, 0 = incomplete, 1 = complete, 2 = invalid, 3 = failed). Now you can but one of your Objectives into each of the target_tdm_setobjectivestate entities and mark them as "invalid" (I am not sure, if this is the right choice, i.e. if the level ends when the objective is marked invalid and all otehr objectives are fullfilled) by targeting the respective target_tdm_setobjectivestate with the "Completion Target" in the objective.

 

There is a problem here. Whichever one is triggered, it will need the AI to trigger one or the other speakers will will play a conversation. So I figured, use trigger_relay to set the AI's off on their way (that's already working for one of them (not setup the 2nd). Then two triggers at the speaker location that are triggered by the AI name. ie trigger_entityname. That should give me one sound or the other depending which entity shows up. Yes?

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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No, I too was specifically searching for a blood material, but there's none. You can get a fast but simple blood material out by copying one of the cheap water materials (the ones that are just a flat color), recoloring the diffuse stage in the .mtr settings and messing with the alpha of the water to make sure it looks the right viscosity.

 

The blood splatters are blue in the editor but shouldn't be in game.

 

I found blood. It is there. In darkmod/decals/blood, Not so much a pool, but combining a set of patches with varying splatters makes a nice pool of blood. :)

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I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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