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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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That's just what I need except for the panning camera. Is there a way to disable the panning? I need it

to be a static view.

 

 

t%20junctioin_zps5sjfaaf1.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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set "sweepAngle" to zero.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Thanks Obstortte,

 

I have another problem caused by the cameras.

 

I'm getting HOM effects in the skyportal/caulk walls (though I think it's more in the caulk. (Hall of Mirrors) after the camera

was installed.

 

https://www.youtube.com/watch?v=Hm6yEG4h5yI&feature=youtu.be+

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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Is there a way to let an AI run from a waypoint to another? A path_anim lets you play a specific animation, but I am not sure if this can be applied for an animation where the AI moves. The only way I could think of, would be to alert an AI and set a flee point, to which the AI runs, but this is not very controlled and might negatively affect the stealth score. It would mostly be a cosmetic thing (as there are not many patrols that require running), but still I was wondering.

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I had to exercise so much restraint yesterday to not answer that question with - "have you checked the wiki: http://wiki.thedarkmod.com/index.php?title=Animation_playback_speed / http://wiki.thedarkmod.com/index.php?title=Animation_List"? - but reckon i'd've gotten told off.

Might be useful to add that run arg to the table here, grayman: http://wiki.thedarkmod.com/index.php?title=AI_stats - it ain't in there. Idk how many people use the wiki instead of asking questions, but it's one of my bookmarks.

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Might be useful to add that run arg to the table here, grayman: http://wiki.thedarkmod.com/index.php?title=AI_stats - it ain't in there. Idk how many people use the wiki instead of asking questions, but it's one of my bookmarks.

 

Those tables describe AI spawnargs, so I won't be adding 'run' to them.

 

The 'run' spawnarg is placed on the destination path node (specifically: path_corner), and is documented on the Wiki here.

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I had to exercise so much restraint yesterday to not answer that question with - "have you checked the wiki: http://wiki.thedarkmod.com/index.php?title=Animation_playback_speed / http://wiki.thedarkmod.com/index.php?title=Animation_List"? - but reckon i'd've gotten told off.

I actually always check the Wiki before asking any questions here. The problem here was, I did not want to increase the regular walking speed (as this would still be walking, if quicker, not running) and the "replace_anim_walk" "run" spawnarg permanently exchanges the walking with the runnung animation, which prevents switching between the two.

Hm, just rechecked and the information is on the "Path Nodes" Wiki page, where it actually makes the most sense. I just missed it. Sorry, my mistake.

 

Might be useful to add that run arg to the table here, grayman: http://wiki.thedarkmod.com/index.php?title=AI_stats - it ain't in there. Idk how many people use the wiki instead of asking questions, but it's one of my bookmarks.

These tables were mostly meant for players as well as mappers to understand how the main mechanics work, how they are influenced by specific spawnargs, and which AI, accordingly, have which properties. For map authors this was meant to make it easier to determine, which AI suits their need in a specific situation and for players to know what to expect from a specific AI. Still, this is a good reminder, that I should continue the page, as it is still far from finished.

I actually wanted to make a second part/page that contains more spawnargs that are relevant for map authors but irrelevant for player (like attachment points, animation spawnargs etc). However, I will first have to find the time and motivation to finish the part I already started...

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Hi!

 

I am thinking of making a steam machine for my FM. The player needs to put a flame in the boiler and start the machine with a switch.

 

Is it possible to ask in a script whether an extinguishable light is lit or not? What command is used?

 

That way I could use the switch to call a script that checks the boiler flame and then if it is lit, trigger the necessary stuff. When the machine is on, I can also continously ask if the flame is on, and if it is not, I can switch the machine off.

 

Thanks!

 

Found it:

$device_light.getLightLevel();

 

returns a 0 if the light is off!

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Clipper

-The mapper's best friend.

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That function should do the trick indeed, is something i never found on vanilla idtech 4 script, from a code search i did now it seams On() and Off() light functions from vanilla idtech 4 work by changing the light level/color not if it is hidden or not.

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I'm working through this tutorial:

 

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

 

But the alpha patches and the grass/road textured patches are z fighting instead of blending. What is the one important step/parameter/... so that the alpha patch leads to blending?

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Does anyone know how to stop a func_emitter from going crazy when it's bound to a moving entity?

 

If the mover is still there's no problem, but as soon as it starts moving the particles from the func_emitter starts jittering and jumping around everywhere, once the mover stops the particles go back to normal. I've tried using the "inline" "1" spawnarg on it as that's helped me with some models in the past but that seemed to have no effect on it.

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Does anyone know how to stop a func_emitter from going crazy when it's bound to a moving entity?

 

If the mover is still there's no problem, but as soon as it starts moving the particles from the func_emitter starts jittering and jumping around everywhere, once the mover stops the particles go back to normal. I've tried using the "inline" "1" spawnarg on it as that's helped me with some models in the past but that seemed to have no effect on it.

 

What particle is it producing?

 

I know that if you attach a non-moving light to a moving object, the light stutters, and the solution is to attach a moving light. Perhaps there's a similar solution for your particle.

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What particle is it producing?

 

I know that if you attach a non-moving light to a moving object, the light stutters, and the solution is to attach a moving light. Perhaps there's a similar solution for your particle.

The particle are those fog effect ones. I can't remember the name and I'm not at my PC atm. But it seems to happen with anything like fog or fire effects.

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for moving emitters you need to use the func_smoke, then

smoke <name of particle>.prt

 

this stops the emitter from doing a strange scrolling effect instead of playing normally, the smoke seems to sync to the frame rate of the game while being moved, while an emitter seems to fail.

 

its func_smoke for moving emitter and func_emitter for a static emitter.

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for moving emitters you need to use the func_smoke, then

smoke <name of particle>.prt

 

this stops the emitter from doing a strange scrolling effect instead of playing normally, the smoke seems to sync to the frame rate of the game while being moved, while an emitter seems to fail.

 

its func_smoke for moving emitter and func_emitter for a static emitter.

 

Using func_smoke has fixed the issue, thank you :)

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Is there a way to make water murky, so you can't see into it very far? So far all the waters we have you can see the bottom even when it's deep. I

was wondering if there's a spawnarg or something to make it murky.

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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Does anyone know how to stop a func_emitter from going crazy when it's bound to a moving entity?

 

If the mover is still there's no problem, but as soon as it starts moving the particles from the func_emitter starts jittering and jumping around everywhere, once the mover stops the particles go back to normal. I've tried using the "inline" "1" spawnarg on it as that's helped me with some models in the past but that seemed to have no effect on it.

Hi,

 

I have found that it requires that there must be another spline that is in ante-rotation to the original one, scripted, eg, as follows:

 

// (oh i see you've fixed it with more elegance... well...)

Edited by teh_saccade
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Might be something like this:

scriptEvent float getTicsPerSecond(); returns the number of game frames per second. this is not related to renderer frame rate. Spawnclasses responding to this event: idThread

There is a list of script commands on the Wiki. This was what sounded a bit like what you were searching for. If not, you might be able to find what you sekk there?

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