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Showing content with the highest reputation on 01/11/20 in all areas

  1. Giants and Ghosts Video These are made with a custom material (camerascreentransparent) that is attached below. Put this file in the materials folder in your mission directory. Shows up in Other Materials . It's actually a representation of what a camera "sees", on a transparent screen. The camera is set up in a black box and it "sees" an idle ai that is also placed in there. Explore the .map file, attached below to see what's really going on. camerascreentransparent.mtr GandG.map
    2 points
  2. I have no idea how the treads could ever work, so I am content to describe it as SORCERY!
    2 points
  3. The wall / window piece is now complete:
    1 point
  4. Like in all things where people are working for free and on their spare time be glad work is done at all. The things you really want to be implemented may never be, unless people with the knowledge and the free time do it, want to do it. But it never hurts to ask. If you don't mind the opinion of a random internet person, see the hidden content below to know more about stencil shadows and shadow maps.
    1 point
  5. Nope. Add a path_wait after the path_sleep.
    1 point
  6. Fair enough. For whatever unknown reason, whoever created it decided not to have it show up in the Targets folder. Here's a picture of one I used in Somewhere Above the City, showing spawnargs. This one, when triggered every frame or so, resets the "target" spawnarg in VaultCamera4 so that it points to the entity target_null_7, which is moving around. This lets the camera resync its view in real time.
    1 point
  7. @Dragofer You are totally right. Wanting to println all 3 "strings" got me confused, for an entity can't be printed. I changed it now and it works. Working script:
    1 point
  8. That'd be a type mismatch because m_target_name is declared at the start as a string but should actually be an entity.
    1 point
  9. Also, you can make a repeating script to find and apply to all targets. In this case I just triggered the targets. float i; //integer entity target; //placeholder name for any targets found for( i = 0; i < numTargets( ); i++ ) { target = getTarget(i); sys.trigger(target); } If anyone could show me how to do this for other spawnargs than "target" I'd very much appreciate that.
    1 point
  10. Taking a closer look at your script line, the syntax is in fact off. It should be m_target_name.setKey(m_key, m_value). When you use a $ you tell the script to look for an entity in your map that's actually called m_target_name, but what you really want is to use m_target_name as a placeholder for whatever your init script found when it did getKey("target0"). That needs no $. Similarly for m_key and m_value, when you put those in quotations you're telling the script to literally set a spawnarg "m_key" with the value "m_value". But again, you want to use them as placeholder names so they should be input without any extra formating. $m_target_name.setKey("m_key", "m_value")
    1 point
  11. I think the wip maps were put up for adoption. Some of them were adopted for the campaign to begin with. I scripted a big campaign that really excites me, just called The Dark Campaign. Basically it opens with a siege of Bridgeport from the Jazirats (the Arab/Abassids equivalent), and the player is Pakdamani (Persian/Zoroastrin equivalent), which is Jazirat territory (but his ancestors left for Bridgeport to escape persecution) but most people in Bridgeport don't know the difference, so he's kept in the Jazirat quarter which is closed off like a ghetto. So the first mission, the player has to break out of the ghetto and try to escape the city (I like the image of flaming boulders from Jazirat catapults striking buildings as he's sneaking down streets to get out). But on the way out he gets tangled up in the battle preparations and things get complicated. But then again I script & map out FMs all the time. I probably have dozens of maps drawn out & stories written. It's the building part that's the trick!
    1 point
  12. And you don't want to use the existing "target_setkeyval"? Keep in mind that some spawnargs are read and initialized only at spawn time, and changing them later will have no effect.
    1 point
  13. The Turret. VIDEO The Turret works with a little script with 2 functions in it. These functions are called by "atdm:target_callscriptfunction"s (the yellow cubes in the picture) and are triggered by "trigger_timer"s (the purple cubes in the picture). "trigger_timer"s can be triggered on and of by other triggers. In the spoiler I put the script, with, i hope, as many information you need to understand a bit what is going on, so you can adjust it to your needs. You can use the script as is and give your own entities the same names as the entities in the script. (Script is also in the Turret.pk4) In the Turret.pk4 is the mission folder with in it the map folder and the sound folder. In the map folder is the Turret.map file and the Turret.script file. They both have to have the same name otherwise the script won't load, and won't work. In the sound folder is the soundshader Turret.sndshd that is needed for the custom explosion sound I made (from a thundersound that is already in the game) to be loaded. A soundshader file is actually very simple to make, and adding custom sounds to your map is therefor very easy. The audiofile is in the sfx folder, that's also in the sound folder. Questions? Ask them. Have fun : ) Turret.pk4
    1 point
  14. A cool scary mission, but sadly I had the same problem as others here in that the door to Olivia's room was not open. I got stuck completely until I checked this thread and noclipped through the door, so you need to fix that fast! I had a similar problem with the closet on the ground floor, the skeleton blocked the door and it couldn't be opened. It worked after a restart, but you might take the chance to fix that too. Last not least it fealt strange not having lockpicks and the doors being unlocked by the ghost instead! Why not make all doors without keys pickable? I don't think the story would change much and I wouldn't feel like the stupiest thief ever, having lost his lockpicks :)!
    1 point
  15. How to use a hidden securitycamera to trigger a something like a trap or an alarm: The funk_securitycamera can trigger anything triggerable just using clrl + k (first select the camera, then what is has to trigger and then press ctrl + k), and it can look through a patch ^^ .. so can be hidden. I made a little setup with the funk_securitycamera and a statue that guards the place: https://streamable.com/aqht0 - soundlevel is low - the thing covering the camera is a simple patch. https://ufile.io/750gxqeb - .map file. So the eyes I made there are really ugly but there is a purpouse to have eyes that are clearly visible and light up: the player is warned that something is watching.
    1 point
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