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Newbie DarkRadiant Questions


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#7251 AluminumHaste

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Posted 26 March 2017 - 07:53 AM


That's very odd, but I would like to know if it's possible to have vaulted ceilings without having to export them as ASE's

 

 

Yup:

 

post-529-0-37898500-1450236975.jpg


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#7252 NeonsStyle

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Posted 26 March 2017 - 07:58 AM

Is there a spawnarg to prevent a light from being extinguished? 



#7253 Sotha

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Posted 26 March 2017 - 11:01 AM

Is there a spawnarg to prevent a light from being extinguished?


Not sure... but you could make a light entity and add a separatr flame particle emitter (func_emitter) overlapping with it.

The end result would look exactly like a normal torch, but it would be unextinguishable.
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#7254 Obsttorte

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Posted 27 March 2017 - 11:51 PM

isExtinguishable or something along those lines.


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#7255 NeonsStyle

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Posted 28 March 2017 - 01:38 AM

I have a problem with a sleeping noble woman using path_sleep. She used to sleep on the other

side of the bed, but had issues with that. Anyone know what causes this?

 

Also I have a double door that used to work perfectly, then it just stopped working. Both

doors are setup the same, pickable and locked, but in game one door in unlocked, the other

is locked. So I deleted both of them, and copied two doors that did work perfectly, and 

to my surprise the same thing happened again, even though the two doors I copied 

work perfectly. It makes no sense at all. Both doors have the auto double door setup on them.

 

Is it a bug?

 

[media[[/media]


Edited by NeonsStyle, 28 March 2017 - 02:39 AM.


#7256 Sotha

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Posted 28 March 2017 - 02:49 AM

Your lady problem looks really weird. Do you have "angle" spawnarg on the path_sleep? She should always sit down on the bed facing the angle arrow. Check if the angle spawnarg is present! The path entity will have an arrow even if angle spawnarg is not present. The same weirdness may be accomplishable with a negative lay down slide dist, but surely you don't have one.

I cannot comment on the double doors. I have a couple of working ones in Mandrasola mission. It is in the backyard of the boat factory in the harbor. Perhaps you could check how to set up it correctly, or simply copy my doors to your mission.

Edit: does the double doors have a visportal? Perhaps that is needed?
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#7257 NeonsStyle

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Posted 28 March 2017 - 05:29 AM

Your lady problem looks really weird. Do you have "angle" spawnarg on the path_sleep? She should always sit down on the bed facing the angle arrow. Check if the angle spawnarg is present! The path entity will have an arrow even if angle spawnarg is not present. The same weirdness may be accomplishable with a negative lay down slide dist, but surely you don't have one.

I cannot comment on the double doors. I have a couple of working ones in Mandrasola mission. It is in the backyard of the boat factory in the harbor. Perhaps you could check how to set up it correctly, or simply copy my doors to your mission.

Edit: does the double doors have a visportal? Perhaps that is needed?

 

It did have an angle on it, I think I remember reading somewhere on the wiki not to have angles on it. I'll check later if that fixes it.

 

The double door does have a visportal. 

 

I also have a new problem. After preventing ppl from stealing from a couple of desks (atdm:target_set_frobable), I copied the setup from

a locker, making sure targets were different. Now an odd thing happened, without changing anything on those lockers, I can't steal any

loot from those lockers, or the desks, even though I can unlock them. 

 

The setup is

 

atdm:target_set_frobable entity

 

target object_name

trigger_on_close 1

trigger_on_open 1

 

All have immune_set_frobable 1 on them. I'm just puzzled on this one. 



#7258 Sotha

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Posted 28 March 2017 - 06:19 AM

Path_sits and path_sleeps absolutely have to have angles on them. Same applies to path_anims as well.

---
Lockers:
Check the targets. Perhaps you had the same issue as Spring with the new intro mission.

If you had locker1 and you cloned it into locker2, if the doors on locker2 are accidentally targeting frob controls of locker1, you have the no-frobs messed up.

Check that the objects are okay by importing the flip-desk prefab and see that you have set up yiur lockers exactly like that.

IIRC
1) door must target the frob control entity
2) door must have immunity to frob control entity
3) door must have the trigger_on_open and *close set to 1.
4) frob control entity must be a box of clip texture.
5) no extra spawnargs need to be added on frob control entity
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#7259 NeonsStyle

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Posted 28 March 2017 - 06:45 AM

I fixed the locker issue, and thanks for the info on sleeping ai, I thought it was the other way around. 

 

However I still have this double door issue that just makes me scratch my head in confusion.  :blink:



#7260 Sotha

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Posted 28 March 2017 - 06:56 AM

Good, good...

Did you read this?
http://wiki.thedarkm...rs#Double_Doors

Maybe double-check the visportal? Or maybe just one door needs the lock status and you should not have lock/pick spawnargs on the other?
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#7261 Spooks

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Posted 28 March 2017 - 07:05 AM

NeonsStyle, see if you have sit_down_slide_dist on your list of spawnargs and if you do, clear it. That should fix it.


Edited by Spooks, 28 March 2017 - 07:05 AM.

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#7262 NeonsStyle

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Posted 28 March 2017 - 07:07 AM

Good, good...

Did you read this?
http://wiki.thedarkm...rs#Double_Doors

Maybe double-check the visportal? Or maybe just one door needs the lock status and you should not have lock/pick spawnargs on the other?

 

Yeh I followed that when I set it up, and rereading it, it looks like it's setup correctly. As I said, it was working fine but 

about a month ago, it stopped working. Wierd. I've completely deleted the whole door and all it's parts, handles, keyholes etc, 

and copied a working set of double doors, and the new doors don't work either lol. Makes no sense to me. 

 

Using mainmenu_briefing.gui method for briefing, how do you have it play an audio briefing?

 

Neon


Edited by NeonsStyle, 28 March 2017 - 07:09 AM.


#7263 Sotha

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Posted 28 March 2017 - 07:20 AM

Bizarre. Because deleting and replacing doors don't work, it must be the visportal. I suspect the visportal is defunct somehow:
does not touch walls, has incorrect texturing, or there is an internal leak somewhere that breaks the portal, visportal plane does not touch the doors...

Go on game, type "r_showportals 1" and see if there is a green or red gate where the visportal should be. Does the gate go red if you close the doors. Try "r_showtris 2" to see if the visportal blocks visibility.

Examine the visportal with all entities hidden in DR. Does the portal fit snugly to the worldspawn doorway
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#7264 NeonsStyle

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Posted 28 March 2017 - 08:49 AM

Bizarre. Because deleting and replacing doors don't work, it must be the visportal. I suspect the visportal is defunct somehow:
does not touch walls, has incorrect texturing, or there is an internal leak somewhere that breaks the portal, visportal plane does not touch the doors...

Go on game, type "r_showportals 1" and see if there is a green or red gate where the visportal should be. Does the gate go red if you close the doors. Try "r_showtris 2" to see if the visportal blocks visibility.

Examine the visportal with all entities hidden in DR. Does the portal fit snugly to the worldspawn doorway

 

The visportal is working correctly, checked with r_showporals 1, it opens when door opens and closes when the door closes. Wierd shit.

 

As for the woman, more wierdness. Giving her that angle put her off the bed, and sleeping head to toe the wrong way around lol  Here's a pic

of the setup, she's sleeping near the wall now lol  Before I removed angle, I had it set to 270 (opposite), it was working then, but as you

saw, she gets out of bed wierd.

 

lady_zpszkp12mvf.jpg



#7265 Springheel

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Posted 28 March 2017 - 09:47 AM

If you aren't using any other path_corners, why not just put the sleeping spawnarg directly on the AI?

 

Also, I don't think the path_anim needs an angle, it's just that if there isn't one there, the AI will play the animation using whatever direction they're facing when they target that pathnode.  If she's starting with her back to the bed like that, the angle shouldn't be needed.  It's possible that the angle is spinning the AI while laying down, but not spinning them when they play the get up animation.


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#7266 Bikerdude

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Posted 28 March 2017 - 01:55 PM

If you aren't using any other path_corners, why not just put the sleeping spawnarg directly on the AI?

Im looking at this for Neons, so what I will also do so he can see how its dont have create a mini-RITS with the AI sleeping and then walking around.

 

The other issue he might have is poorly placed MC and/or having the Ai too close to the edge of the bed.



#7267 NeonsStyle

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Posted Yesterday, 12:40 AM

Thanks B





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