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Showing content with the highest reputation on 01/04/20 in all areas

  1. @STRUNKnice, who'd have thought I'd get an entity named after me one day Good idea to make it a proper entity so that it displays all the custom spawnargs properly in DR. As you point out there are indeed still a few things that can make the new scriptobject fully versatile. Func_movers aren't really accessible to mappers who don't script, so it may be quite useful to have one that mappers can control by spawnargs instead of scripts. 1) the mover could spawn its own speaker (def_attach). A sound for it can be selected from a list provided by a new snd_move spawnarg. (Workaround for bug #5102) 2) maybe I can find a way to let the mover call its move_mover component when triggered or frobbed. Any button could set it in motion then. 3) the move_mover script shouldn't respond to new triggers until it's done. Unless the mapper wants it to be interruptable. 4) the trigger_count spawnarg can be used to make the mover's first inversion occur sooner (i.e. the mover has already moved a few times at map start) etc. Something of a stumbling block for me atm is I couldn't yet figure out how to access an entity's rotation. I'd like something like $mover.getRotation() so I know what direction it's facing currently (in x, y and z). Essential for an "interruption" functionality. Well probably mover_door has what I need.
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  2. @Dragofer @JackFarmer I made a custom definition for func_mover_dragofer that has all the used spawnargs and "help" text in it, and it works so far. Only thing is you still need to manually target the atdm:target_callobjectfunction to call the script move_mover, and manually put in the names for the button and speaker. If we somehow can manage to get the name of the button targeting the func_mover_dragofer and have de audio play from the script + target the move_mover script from this definition, it would be rather awsome. Maybe it should have a frob on/of function like a door, and have an interuptable/not interuptable function also, so it can be triggered by frobbing, or any button/switch/trigger you want. Put a folder "def" in your own mission folder and put tdm_func.def in there. (re-start darkradiant) func_mover_dragofer should be selctable when you rightclick and select Create Entity. It's on the top of the list in "fms". tdm_func.def
    1 point
  3. @Dragofer I checked out your scriptobject script and map, and it is awsome. This opens a lot of possibilities. Thank you very much for working this out!
    1 point
  4. Good to know! And yeah the player is not meant to get over the gate that way, we'll have to file that down for a bug fix in the next release. Thanks!
    1 point
  5. I had a ton of fun with this map. It took me 4 hours to complete, but it's definitely one of my favorite missions to date.
    1 point
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