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Showing content with the highest reputation on 05/10/20 in all areas

  1. Ok. I'll check it out and see if there is anything to add. A boat bobbing on waves is easy. I'll make some prefabs and post here, but I did the following: For a regular existing boat model to bob, etc. This will rotate, bob, and undulate at the same time: Put an existing boat model in the map at its initial position in the water. Create a nodraw textured small brush, I use 4x4x4, and change it into a 'atdm:mover_door'. I set the following properties: 'auto_close_time' '.15' 'auto_open_time' '.15' 'frobable' '0' 'grabable' '0' 'locked' '' 'move_time' '1' 'pickable' '0' 'rotate' '0 .35 0' 'snd_close' 'nosound' 'snd_open' 'nosound' 'stop_when_blocked' '0' 'used_by' '-' Do the same method for creating an 'func_pendulum' with the following: 'bind' 'atdm_mover_door_5' (obviously, use the name of the mover_door created in the previous step) 'phase' '2' (OPTIONAL: best to use 'phase' if there are more than one pendulum in the same area and you want them to be out of sync from each other) 'speed' '4' (The lower the value for speed, the less the pendulum will swing) And one more little cube to become an 'func_bobbing': 'bind' 'func_pendulum_1' (your pendulum name) 'height' '.225' (play with this for how choppy the water is, along 'speed' value) 'speed' '1' Place the 'func_bobbing' and 'func_pendulum' in the center of the boat, at the water line. I placed the mover_door at the shore, where I attached a rope from dock to boat. The mover_door was placed at origin of rope at the dock. This will make the boat rotate in more of an arc in the water. If you want the boat to rotate more in place, put the mover_door under the boat. Bind the boat to the func_bobbing You should end up with the following binding: boat > bobbing > pendulum > door (rotator) Alternatively, the door entity could be a sliding type to move the boat across the water. Or the func_pendulum could be bound to a mover on a spline to make the boat go wherever you want. I'll attach my custom 'elevator' boat which an AI can stand upon and ride around. Attached. AI can ride in the boat_elevator_03.pfb while standing, but sitting will interfere with the entities moving the boat, causing the boat to randomly come to a dead stop. If an AI is positioned between the seats and given two path corners, stacked directly above him, each with a path_turn and a path_sit, then he can be made to sit on each seat in the boat. All of these path entities were bound to the boat so they aren't left behind when the boat moves. The AI will just turn in place and sit down. Adjust the AI sitting slide distance to get him over the seats and bind some cushions to the boat seats so he doesn't sit in mid air. I have not yet succeeded in making an AI do regular pathfinding on the boat. I tried to get him to walk from stern to bow and sit on each bench, facing forward. Can't make him move an inch. I even tried an aas_obstacle entity, as found in the 3-floor elevator, but can't get the AI to find a path. I'll make one more prefab including the movers, etc. already bound to the boat.... And now attached as boat_elevator_ahoymatey_01. Maybe someone can figure out how to make an AI path find whole being dragged around by a mover. In the meantime I'll test with a basic boat with no movers. If I can get AI to pathfind onto a static boat, then portals can be used to replace the AI with one with no paths, and the static boat with a moving one. The moving boat can take that AI to the other side of the river/dock, etc. where another set of portals places a static boat and AI with pathfinding in the new area. Better yet, perhaps only the boat itself needs the portal. AI pathfinds onto static boat at dock (no bobbing), triggers timer when entering boat and then portal when AI in position AI gets path_wait with time set for the time of the boat ride Boat replaced via portal with bobbing boat on a mover Bobbing boat moves to other side of the river, carrying the patiently waiting AI AI presence triggers portal to replace boat with no movers AI path_wait times out and sends AI on path on new side of river This should allow AI to pathfind to a boat, embark, ride, disembark, and continue to pathfind (apparently). boat_elevator_03.pfb boat_elevator_03.zip boat_elevator_ahoymatey_01.pfb boat_elevator_ahoymatey_01.zip
    3 points
  2. Most mission authors create a connected series of missions with a continuous story. Checkout the William Steele Series by Grayman, the Shadows of Northdale Series by Goldwell or the Thomas Porter Series by Sotha. There is also the No Honor Among Thieves Campaign by GoldChocobo.
    2 points
  3. Glad you enjoyed it, and that it had the intended effect!
    2 points
  4. I have a nice, 2TB storage dedicated server I can put to use as a mirror if necessary. It's US based and should be able serve everything pretty quickly. Is there a need for another mirror to host missions and game files at this time?
    1 point
  5. In addition to the previously mentioned there is also the Chronicles of Skulduggery series by Bienie, and Kingsal has the Volta series. Plus you've got Requiem and it's sequel A House of Locked Secrets by Moonbo.
    1 point
  6. Great little mission Really enjoyed the search. Thanks for all your hard work and look forward to more.
    1 point
  7. Look for missions that come in groups; there are several. William Steele (WSn) is my contribution of a continuing story.
    1 point
  8. I just learned that Dave Greenfield of the Stranglers died from COVID-19. His keyboard playing was a signature sound of the group and made them stand out from all the punk bands of the era.
    1 point
  9. Suddenly tonight, the ragdoll started falling through the elevator entity. I'm not sure what happened but I can't get the ragdoll to float now. (I had moved it a little ways from where I had created it). Fixed. I needed to revert the elevator to worldspawn, convert it back to an elevator, and re-bind it to the mover_bobbing. Until I did that, the ragdoll kept falling through.
    1 point
  10. Finished this up yesterday and very spooky atmosphere. Thanks for all your hard work and look forward to more.
    1 point
  11. Two pics from the next William Steele mission, entitled Baleford Museum.
    1 point
  12. For me, slowing working through my next map. It's about 2/3 done, and am currently working on the merchants region of Venice. It's slow progress, as every building has to be custom made, as there's not a lot of room for modules in a Venice map.
    1 point
  13. So glad you liked it! I've started working on the second mission in the series, and have a lot of the external design work done. Still a lot of details to fill in; in contrast to the first mission, the second mission in the series will be relatively larger and more complex. No particular timeline, but I'm sure I'll be leaking some screenshots here and there.
    1 point
  14. The br tags were added by me to the mission page. It works on the website but apparently it is rendering incorrectly in-game. I think we should fix that on the TDM side rather than living without basic line breaking on the website side and having all mission descriptions look like a wall-of-text...
    1 point
  15. The in-game downloader has been updated with the latest fix version.
    1 point
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