Hope this is the right forum. <.<
I've been musing on making missions at some point, but I'm not sure how easy it would be. I've never really messed around with a level editor before, and I don't want to run up some ludicrous learning curve that makes no sense if you have no programming experience. So like the title says, how difficult is DarkRadiant to learn? Should I just not bother?
I'm not a mapper for TDM, but even tho i don't work with TDM, it uses idtech4 and a radiant based editor, things a have some knowledge about, so unless the TDM team changed things drastically around, what i will say should still apply, again don't know if applies totally to Darkradiant (never tested it deeply) but on DoomRadiant (the original Doom 3 editor) you can do in game logic, visually, in the editor by just connecting entities to entities, entities to triggers, etc, anything can be connected to anything and act as a trigger, is just like a UE4 visual scripting but in 3D with no need to make a script file.
Example, only in generic terms, imagine that you wanted to make a game logic where the player picks a object and it opens a hidden door or starts a alarm, if you knew how to code you could just make a script (is not very difficult), but if you are a visual person and code frightens you, then you can also do this in the editor, like so, connect (not bind) the object directly to the door, first select the object (the parent) then the door (the child) use ctrl+ k, a color line in the editor will go from the object to the door, you can also connect the object to a trigger (there's various special triggers, like a trigger_timer, trigger_once, trigger_relay, etc) and then the trigger to the door, in the first way, when the player picks the object, it will immediately start the opening animation of the door, or start the alarm sound, but if you wanted to delay the actions, you can use the second option with a trigger_timer, etc. This is one of the many ways to do visual "scripting" in idtech 4.
Of course is not as straightforward as that, you still need to assign the necessary spawn arguments (in the entity tab of the editor) to the entities so they know what to do after being triggered.
This also limits somewhat what you can do because locks you to the existent functionality, if you want to do something totally new (but within the idtech 4 script capabilities) you will need to make a script, but even so is a powerful system and id software level designers used it plenty.
p.s - Btw i never used the unique to DarkRadiant stim/response system so don't know what you can or can't do with it.
Edited by HMart, 21 February 2017 - 10:11 AM.