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Hm, never paid the AI tab much attention... But it is actually very useful. Good to know. So far all changes to AI I did, was via spawnargs.

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Well Dragofer, I was reading the wiki on the briefing setup, they said the easiest is just text, the next is image and text (was thinking this), and the other is combination of text, video and images. I would prefer to do a cutscene intro. When I started that's what I envisioned.

 

Also having issues with that dropitem objective/Stim/Response. It's triggering the AI the moment the map starts. I was told a cool way to do it with Stim/Responses and I chose that way, and the response is a trigger which triggers a trigger_relay, but I'm not sure if I should do that or trigger the AI entity itself.

 

Also do we have blood as a pool? There is a texture for it in liquids but it's just a waving brain rather than pool of blood. Also why are blood splatters blue?


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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Not sure what the reason for the new problem might be... I would start with checking if the patrol start is coupled to the objective or if the AI starts its patrol regardless of the cleared objective. Maybe check the radius of your drop point. Might be that the item is too close and triggers everything at map start. Also, when you reduce the radius, clear all files except the map (and script, if present) file from the folder. I had problems with something like that. Dmap did not help then until I deleted all files, that are generated by the dmap. Does the trigger relay also mark your objective as cleared? If so, does this also happen on map start? If not, the mistake lies somewhere else.

Has the AI the "target waypoint" spawnarg? This has to be given to the AI as a response ot the AI will start its patrol at map start. Well, these are the first things that come to mind.

Edited by Destined

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Also do we have blood as a pool? There is a texture for it in liquids but it's just a waving brain rather than pool of blood. Also why are blood splatters blue?

 

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.


My FMs: The King of Diamonds (2016)



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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.

 

The blood splatters (both of them) are showing up blue in game as well. All I did was make a patch and added the texture. I tried both, they both come up as blue. Very

strange. I don't know anything about .mtr (material?) files or alpha. I'm no good at textures. I'll go through the fm's there's bound to be one there somewhere, then msg whoever owns it n see if they can let me use it.


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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Well Dragofer, I was reading the wiki on the briefing setup, they said the easiest is just text, the next is image and text (was thinking this), and the other is combination of text, video and images. I would prefer to do a cutscene intro. When I started that's what I envisioned.

 

Also having issues with that dropitem objective/Stim/Response. It's triggering the AI the moment the map starts. I was told a cool way to do it with Stim/Responses and I chose that way, and the response is a trigger which triggers a trigger_relay, but I'm not sure if I should do that or trigger the AI entity itself.

 

Also do we have blood as a pool? There is a texture for it in liquids but it's just a waving brain rather than pool of blood. Also why are blood splatters blue?

 

So you'd have a very simple briefing because you have to have one by default, then follow that with an ingame cutscene which explains the story and the mission. That's an unorthodox way of going about things.

 

Triggering the AI directly is the most convenient way to do it, but a trigger_relay which targets the AI will work just as well.

Is the AI targeting a path_waitfortrigger node at map start?

 

Regarding blood splats, I've just seen in the descriptions of textures/darkmod/decals/blood that those aren't for mapping use and textures/decals/, the splat textures in there should be used instead.

 

With a pool of blood, you mean something like a bathtub full of blood?

Edited by Dragofer
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Destined, I was following what you said here:

 

 

 

An Objective to place an object in a Certain Location

To make an objective where an object (body, junk object, readable, or even the player) has to be placed somewhere:

  • Create a brush where you want the object to be put. This might be the size of a room, a street, or a chest or wherever you want the object. Better to make it too large than too small--the origin point of the object needs to be inside the brush to activate it.
  • Texture it with common > clip
  • With the brush selected, Create entity > info > info_tdm_objective_location
  • Give this entity a name you can remember like BodyDrop. Write it down or in a text editor
  • Give your object, eg, a ragdoll, a name, eg, JakesCorpse and note it down.
  • If it is not the player, then give it the property "objective_ent" and set it to "1"
  • Menu > Map > Objectives
  • If you haven't yet got any objectives then click the + Add button at top right. This creates a atdm:target_addobjectives entity so later make sure it is not in the void or you get a leak. Put it somewhere convenient. It is not visible in game.
  • Select the atdm:target_addobjectives in the Objectives entities list top left
  • In the objectives list below click the +Add button on the right.
  • This creates a new objective in the objectives list. Select it.
  • Click the edit button on the right.
  • Type a description near the top, eg, Carry Jake's body back to X and drop it in the soandso
  • In the components list further down click the +Add button on the right.
  • This creates a default Kill objective. Select it. Click the Edit button.
  • Just below it click the Type bar and from the list that show select 'Item is in location' (NOT Item is in info_location!!)
  • Further down click the bar below 'Entity' and select 'Name of single entity'
  • On the right of that type or paste in the name of the object (eg ragdoll) entity eg, JakesCorpse
  • Below, click the bar below Location and select 'Name of single entity'
  • On the right of that type or paste in the location entity name you gave above, eg, BodyDrop
  • Click the OK button and OK again and save your map.

It's all setup exactly as you wrote here. The problem now is he won't get out of bed even though the book is dropped into the DropBox

(the objective). I even unticked his patrol setting in the AI Tab in DR. He shouldn't be getting out of bed. The AI also has 3 targets for

waypoints (path_corner_32, 34 and 33). The stims are all setup as you said in that post. It should work.

There's only two things left to do as far as I can see now. This objective (maybe another) and voicing of and argument.

If I can get this objective to work, then I want to do it twice and have to different endings which the player can decide.

Edited by NeonsStyle
  • Like 1

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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First of all: Does the objective itself work and is set to complete, when you drop the book? If this doesn't work, the objective will also not trigger the "Completion Target" and consequently, will not start the patrol. Have you put the name of the trigger relay into the "Completion Target" field of your objective, that then triggers the AI?

Your AI should not have any targets, when you begin your map. If your AI has three targeted waypoints, it will choose a random waypoint and walk towards it (look for Random Interesting Things in the Wiki). The AI does not need to have each target, it should walk to. Actually, if you don't want the AI to patrol from the start of the map the AI must not have ANY target set. This might also explain, why the AI started the patrol at map start... So, patrols work as follows: The AI walks to a waypoint (set by a "target" spawnarg, if the patrol should start at the biginning). As soon as it reaches the waypoint, it will get its new target from the waypoint reached (e.g. WP1 has the spawnarg "target" "WP2") and walks on to the next waypoint. If more than one "target" spawnarg is present, it will choose one of these with equal probability (e.g. WP1 has the spawnargs "target" "WP2" and "target1" "WP3", it will go to WP2 with 50% probability or to WP3 with 50% probability). For your case, the AI should not have any target to begin with. Via the response (set target) you set path_corner_32. This path corner has the target path_corner_34 and this, in turn, path_corner_33 (or the other way roune, not sure about the right order for you).

An alternative route, that just occured to me, could be to have the "patrolling" set to "0" at start (as you have set it right now) and set this spawnarg to "1", when the objective is met. This could also start the patrol. However, I am also not 100% sure, if this works...

Edited by Destined
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First of all: Does the objective itself work and is set to complete, when you drop the book? If this doesn't work, the objective will also not trigger the "Completion Target" and consequently, will not start the patrol. Have you put the name of the trigger relay into the "Completion Target" field of your objective, that then triggers the AI?

Your AI should not have any targets, when you begin your map. If your AI has three targeted waypoints, it will choose a random waypoint and walk towards it (look for Random Interesting Things in the Wiki). The AI does not need to have each target, it should walk to. Actually, if you don't want the AI to patrol from the start of the map the AI must not have ANY target set. This might also explain, why the AI started the patrol at map start... So, patrols work as follows: The AI walks to a waypoint (set by a "target" spawnarg, if the patrol should start at the biginning). As soon as it reaches the waypoint, it will get its new target from the waypoint reached (e.g. WP1 has the spawnarg "target" "WP2") and walks on to the next waypoint. If more than one "target" spawnarg is present, it will choose one of these with equal probability (e.g. WP1 has the spawnargs "target" "WP2" and "target1" "WP3", it will go to WP2 with 50% probability or to WP3 with 50% probability). For your case, the AI should not have any target to begin with. Via the response (set target) you set path_corner_32. This path corner has the target path_corner_34 and this, in turn, path_corner_33 (or the other way roune, not sure about the right order for you).

An alternative route, that just occured to me, could be to have the "patrolling" set to "0" at start (as you have set it right now) and set this spawnarg to "1", when the objective is met. This could also start the patrol. However, I am also not 100% sure, if this works...

 

Yeh that's the issue I think. The objective is not completing. Also I did have targets set on the AI, they are removed now. This is how the objective is setup atm.

 

I'm guessing I'm missing some info, yes? The location to be dropped is called DropBox and the object to be dropped is called secrets. Another issue related to this is this objective does not show up on the objective list in game. I would like eventually for this to show up after the player finds the Object, but it's not that important atm.

 

objective.jpg

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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That your objective does not show, is simply because you have not checked the "visible" box (line 4). Making the objective visible during the map is possible via the stim/response system. You will need an additional entity "atdm:target_setobjective_visibility". Then use a Stim: Frob and Response: Frob, effect: Trigger atdm:target_setobjective_visibility. The "atdm:target_setobjective_visibility" has to have the spawnarg "obj_id1" with the number of this objective (as you can see in the first column in the objectives Manager). See also the "Objectives Editor" Wiki page, section "How to male my objective become visible to the player"

http://wiki.thedarkmod.com/index.php?title=Objectives_Editor

However, for testing if the objective itself works properly I would just check the box right now and add this part later on.

As for the Objective not working: Are you sure the DropBox is a "info_tdm_objective_location" and not "info_location"? Apart from this possible mistake, I can see no apparent mistake right now. If it still doesn't work, I can only recommend to check the Objectives Editor description again step by step. Maybe you missed something there...

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Now the objective is visible, it works. However the AI does not react to it. Thanks re the trigger objective info, will do that.


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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Just made a small test map and the setup should work.

I created an objective (in my case: acquire item, but that should not matter as long as the objective works) with "Completion Target: trigger_relay_1"

The trigger_ relay has "Name: trigger_relay_1" and "target: AI"

The AI has: "Stim: Trigger"; "Response: Trigger", "Effect: Add Target" with "Entity: _SELF" and "Target: path_corner"

 

As soon as I pick up the specified item, the AI starts to walk to the path corner. One thing, I just remembered: Could it be that you forgot to remove the "patroling 0" from your AI? Just so you can take a look at the setup, here is the test map (just copy the text into a text file and rename it to "test_path.map" or something like that):

 

 

 

Version 2
// entity 0
{
"classname" "worldspawn"
"editor_drLastCameraPos" "57.1999 -22.2359 6.36705"
"editor_drLastCameraAngle" "-44.1 263.1 0"
// primitive 0
{
brushDef3
{
( 0 0 1 -64 ) ( ( 0.03125 0 63.875 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 1 0 -32 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 1 0 0 -120 ) ( ( 0.03125 0 63.875 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 0 -1 -64 ) ( ( 0.03125 0 63.875 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( -1 0 0 -36 ) ( ( 0.03125 0 0.125 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 -1 0 28 ) ( ( 0.03125 0 254 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
}
}
// primitive 1
{
brushDef3
{
( 0 0 1 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 61.875 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 1 0 -28 ) ( ( 0.03125 0 2.125 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 1 0 0 -124 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 0 -1 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 2.125 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 -1 0 -180 ) ( ( 0.03125 0 61.875 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( -1 0 0 120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
}
}
// primitive 2
{
brushDef3
{
( 0 1 0 -28 ) ( ( 0.03125 0 2 ) ( 0 0.03125 63.875 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 1 0 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.875 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 0 -1 -68 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 -1 0 -180 ) ( ( 0.03125 0 253.5 ) ( 0 0.03125 63.875 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( -1 0 0 -36 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.875 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 0 1 64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
}
}
// primitive 3
{
brushDef3
{
( 0 0 1 -64 ) ( ( 0.03125 0 4.125 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 1 0 0 -120 ) ( ( 0.03125 0 4.125 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 0 -1 -64 ) ( ( 0.03125 0 4.125 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 -1 0 -184 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( -1 0 0 -36 ) ( ( 0.03125 0 59.875 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 1 0 180 ) ( ( 0.03125 0 2 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
}
}
// primitive 4
{
brushDef3
{
( 0 0 1 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0.125 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 1 0 -28 ) ( ( 0.03125 0 63.875 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 0 -1 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.875 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 -1 0 -180 ) ( ( 0.03125 0 0.125 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( -1 0 0 -40 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 1 0 0 36 ) ( ( 0.03125 0 4 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
}
}
// primitive 5
{
brushDef3
{
( 0 0 1 -72 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 1 0 -32 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 4 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 4 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 0 -1 64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( 0 -1 0 -184 ) ( ( 0.03125 0 0 ) ( 0 0.03125 4 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
( -1 0 0 -40 ) ( ( 0.03125 0 0 ) ( 0 0.03125 4 ) ) "textures/darkmod/nature/dirt/dirt_001" 0 0 0
}
}
}
// entity 1
{
"classname" "atdm:torch_gothic_wall"
"name" "atdm_torch_gothic_wall_1"
"origin" "16 28 0"
"rotation" "1 0 0 0 1 0 0 0 1"
}
// entity 2
{
"classname" "info_player_start"
"name" "info_player_start_1"
"origin" "48 0 -64"
"angle" "-90"
}
// entity 3
{
"classname" "atdm:target_addobjectives"
"name" "atdm_target_addobjectives_1"
"origin" "62.187 19.6456 33.4424"
"obj1_desc" "Get Purse"
"obj1_ongoing" "0"
"obj1_visible" "1"
"obj1_mandatory" "1"
"obj1_irreversible" "0"
"obj1_state" "0"
"obj1_target_complete" "trigger_relay_1"
"obj1_1_state" "0"
"obj1_1_not" "0"
"obj1_1_irreversible" "0"
"obj1_1_player_responsible" "0"
"obj1_1_type" "item"
"obj1_1_spec1" "name"
"obj1_1_spec_val1" "atdm_loot_spilt_purse_1"
"obj1_1_args" "1"
"obj2_desc" "New objective 2"
"obj2_ongoing" "0"
"obj2_visible" "1"
"obj2_mandatory" "1"
"obj2_irreversible" "0"
"obj2_state" "0"
"obj2_1_state" "0"
"obj2_1_not" "0"
"obj2_1_irreversible" "0"
"obj2_1_player_responsible" "0"
"obj2_1_type" "kill"
"obj2_1_spec1" "name"
"obj2_1_spec_val1" "atdm_ai_builder_guard_1"
"obj2_1_args" "0"
}
// entity 4
{
"classname" "atdm:loot_spilt_purse"
"name" "atdm_loot_spilt_purse_1"
"origin" "48 -32 -64"
"rotation" "1 0 0 0 1 0 0 0 1"
}
// entity 5
{
"classname" "atdm:torch_gothic_wall"
"name" "atdm_torch_gothic_wall_2"
"origin" "21.624 -177.298 0"
"rotation" "-1 1.11022e-016 0 -1.11022e-016 -1 0 0 0 1"
}
// entity 6
{
"classname" "atdm:ai_builder_guard"
"name" "atdm_ai_builder_guard_1"
"origin" "77.9318 -151.143 -64"
"rotation" "-0.707107 0.707107 0 -0.707107 -0.707107 0 0 0 1"
"team" "0"
"sr_class_5" "S"
"sr_type_5" "STIM_TRIGGER"
"sr_state_5" "1"
"sr_class_6" "R"
"sr_type_6" "STIM_TRIGGER"
"sr_state_6" "1"
"sr_effect_6_1" "effect_add_target"
"sr_effect_6_1_arg1" "_SELF"
"sr_effect_6_1_arg2" "path_corner_1"
}
// entity 7
{
"classname" "path_corner"
"name" "path_corner_1"
"origin" "-16 -94 -64"
}
// entity 8
{
"classname" "trigger_relay"
"name" "trigger_relay_1"
"origin" "88 -64 -32"
"target" "atdm_ai_builder_guard_1"
}

 

Edited by Destined
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Thanks for that, always good to see how things are done.

 

What I need is the objective to complete with the drop item (done) AND to trigger the trigger_relay. Now I set up the objective with the Completion Target

to trigger_relay_1 but it doesn't trigger it. I checked the name, it's correct.

 

This is the setup for the trigger_relay_1

 

 

 

classname trigger_relay

name trigger_relay

angle -180

origin blah

sr_class_1 S

sr_class_2 R

sr_effect_2_1 effect_add_target

sr_effect_2_1_arg1 steward (the AI)

sr_effect_2_1_arg2 path_corner34 (where I want him to go)

sr_effect_2_1_state 0

sr_state_1 1

sr_state_2 1

sr_type_1 STIM_TRIGGER

sr_type_2 STIM_TRIGGER

target steward

 

 

 

So that's how the trigger_relay is all set up. Since the objective works, and the trigger_relay looks like it should work, I can't really see why. I'm guessing I'm too close again and can't see the wood for the trees. lol


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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Thanks for that, always good to see how things are done.

 

What I need is the objective to complete with the drop item (done) AND to trigger the trigger_relay. Now I set up the objective with the Completion Target

to trigger_relay_1 but it doesn't trigger it. I checked the name, it's correct.

 

This is the setup for the trigger_relay_1

 

 

 

classname trigger_relay

name trigger_relay

angle -180

origin blah

sr_class_1 S

sr_class_2 R

sr_effect_2_1 effect_add_target

sr_effect_2_1_arg1 steward (the AI)

sr_effect_2_1_arg2 path_corner34 (where I want him to go)

sr_effect_2_1_state 0

sr_state_1 1

sr_state_2 1

sr_type_1 STIM_TRIGGER

sr_type_2 STIM_TRIGGER

target steward

 

 

 

So that's how the trigger_relay is all set up. Since the objective works, and the trigger_relay looks like it should work, I can't really see why. I'm guessing I'm too close again and can't see the wood for the trees. lol

That looks like the trigger_relay has both a stim and a response - just the response is needed, the stim tab is only needed when you want to give i.e. a custom flame a fire stim so it sets other things on fire.

 

If that doesn't solve it, another way of going about things is to let the AI target a path_waitfortrigger which targets the first path_corner. You could trigger the AI directly as the objective's completion target then.

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The stim/response pair has to be on the AI, not the trigger relay. That way the trigger_relay activates the trigger-stim on the AI, that has the response wanted.

The trigger_relay is only targeted by the objective (via the Completion Target) and targets the AI (via the "target" spawnarg).

 

EDIT: As far as I have noticed, the "Completion target" in the objective is not a trigger. Thus the need for the trigger_relay entity in between. If it would give out a trigger stim, you could simply target the AI with the stim/respanse pair. And this is also the reason, why the stim/response pair on your trigger relay did not trigger. In principle the pair does not have to sit on the AI, it can be on any entity you like, as long as it is targeted by a trigger entity. Actually, your setup should work, if you exchange the "target steward" with a "target trigger_relay". That way, the stim/response pair on your relay gets triggered...

Edited by Destined

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EDIT: As far as I have noticed, the "Completion target" in the objective is not a trigger. Thus the need for the trigger_relay entity in between.

That's interesting, I hadn't noticed that restriction. So completion target isn't a full-blown trigger it sounds like.

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At least an entity with the trigger stim does not get triggered. However, in this case one of the developers would have to elaborate, as I have no idea what happens in the engine here...

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Ok I realised my mistake and set the AI up with the SR, and everything else the same as your test map. However it still does not work.

The objective works but when I drop the item, it doesn't complete the target by triggering trigger_relay_1. I checked the whole thing over n over

it's all correct, so I can't see why it works on yours but not mine.

 

The only difference, is on yours your objective is pick up a purse and on mines it's drop and item. I also don't need the AI to kill now, I just need him

to go to a place (because I decided a ragdoll would work better). The objective is set to drop item (it works) it also has the Completion Target set to

trigger_relay_1, an the AI has the SR. So it's just the SR that's set to add target,on the trigger, and set it to _SELF to path_corner_32.

 

It should work, but he won't get out of bed. (he's sleeping btw).


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

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Just set the AI in the testmap to "start sleeping". As soon as the objective was finished, the AI got up and started towards its patrol. So the AI sleeping should not have any effect.

Have you made sure that your AI has the spawnarg "patrol 1"? If I remember correctly, you set it to 0, when you set the path_corners as targets on the AI and might have forgotten to set it back. If this is set to 0, the AI will not start its patrol (just tested it in the test map).

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Ahhh I have the AI with all the sleeping spawnargs so it's probably that that is preventing it to work. Thanks Destined I'll try that. You're right

I did have Patrol set to 0, I'll fix that too.

 

Thanks mate, really appreciate the help getting all this sorted.


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

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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 that did it Destined. It works now, he even has his sword drawn standing over the body. Thank you so much man, above n beyond mate. :)

 

Now, another thing. Is there a way to have a sound play once, and once only, and is there a way to have

an AI unlock a door, and leave it unlocked? The odd thing about the sound, is it's triggered by a trigger_once, so it really

should only play once, This the setup for trigger and speaker

 

Trigger_once

dist_check_period 1

random 3 (not sure what this does)

 

Speaker - a conversation - there's prob a better way to do it than just record a whole conversation as a speaker

 

dist_check_period 0.33

s_volume 5

s_maxdistance 17

s_waitfortrigger 1

 

The problem is there are two entrances for this room and therefore two triggers for the conversation. Once it's played, I'd like a way for it not to play

again if the player goes through the 2nd trigger. Is that possible?

 

As for the door, it's the same AI. This room is where the player gets a crucial key, but he needs to be kept out of it until

the DropItem is delivered and follows the AI up there. (that's another thing, need to find out how to tell player to follow, I'll use a trigger/speaker.

 

After that, it's just the briefing to do and the starting items and it's up for beta. :)

 

Neon

Edited by NeonsStyle

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

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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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My idea would again be to use the stim/response system. You use the tigger_once entity and let it target itself. Then you give it the stim: trigger and in the response you add multiple effects: first you can use "play soundshader" to play the conversation. As a second effect you can use "set spawnarg" to set the door unlocked (in this case it is not the AI who unlocks it, but as long as the player cannot reach the door before the AI, he won't notice and the door stays unlocked afterwards). Finally, you can use "remove" to remove both "trigger_once" entities to prevent the the second entity from triggering.

The onyl thing I am not sure about is if the "play soundshader" stays with the player. This might be a problem if the player moves away from the conversation or vice versa. But you can first try if it works at all...

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So to be clear, the S/R would be on the two triggers for the conversation right? S/R's sure are useful. There is one issue I see with this method. When the player gets to this door, and the conversation starts, the first thing he will do is try to open the door. I don't want him able to open the door until the conversation is finished.

 

[edit] Entity not allowed to target itself. Since there are two triggers for this, I changed them to target each other. Should still work.

 

Using the SR to unlock the door with the same trigger would unlock the door when the conversation starts. So maybe use the trigger_relay to unlock the door

and use a delay spawnarg. That would work right?

 

If I'm getting it, then trigger targets itself. SR setup trigger with effect play conversation + effect add target trigger_relay_2 library (doorname) then have the trigger_relay_2 with delay 71 (seconds) and another SR trigger on the trigger_relay with effect to unlock the door. Right?

 

Question: re the S/R Play Sound or Play Sound Shader and does that mean the actual sound that you select from Speaker, or the name of a speaker?

ie sound is mansion_piano01 while the speaker for that is named 'tada' lol

 

[EDIT] I tried it like this, but it didn't work. It wouldn't play the sound (I used Play Sound and named the speaker, ""conversation". Also it didn't unlock

the door.

 

I also went back to the AI and edited the SR and added the new effect change spawnarg to unlock a door for the player enroute to the library. That didn't work either. I think I'm misunderstanding the use of sound in SR's

Edited by NeonsStyle

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

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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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