Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 10/29/20 in Posts

  1. VIDEO: randomly thrown stuff by scary ghosts part 2
    5 points
  2. @MirceaKitsune This is funny stuff : D I got it figured out. You can use all entitys from the Moveables category (Create entity -> Moveables) and you need to set the spawnargs of all the items to frobable : 0 , otherwise strange things happen when you are holding one of the items. It doesn't matter where you put them. The next step will take care of it. Next you need to create a trigger_sequencer (Create entity -> Triggers), name it Stuff, and target (ctrl+k) all of the items that you want to be thrown. The script will randomly pick one of the targets from the "list" of targets that this trigger_sequencer has. Then you have to make a moving object, like a sliding door, to be the target that the stuff is thrown towards, and name it ThrowTarget. Here is an example of how I set the spawnargs on this (see video at the end): Also you have to create a little brush and make it a func_mover (Create entity ->Func -> Movers) and name it Mover. This wil go, by script, to the position of the item that is to be thrown and then to the position of ThrowTarget, and the stuff binds to it, and unbinds. The script to start it all is StartThrowingStuff and can be called by a target_callscriptfunction, an objective, etc. Here is the script: And here is a video of the test in my workshop, where the blue block is ThrowTarget, and the red cube is Mover (they shall be textured NoDraw ofc. but for now it shows a bit of the mechanics at work): VIDEO: randomly thrown stuff by scary ghosts part 1 There are still tweaks possible, like having the stuff not thrown that hard, changing the ThrowTarget path, or have it thrown toward, but not directly at, the player. Even a throwing sound can be added and spooky light/particle fx : )
    5 points
  3. I'm sure some of you will recognize where these shots were taken from
    5 points
  4. Thanks revelator, I can finally compile penumbra
    2 points
  5. Why do you have the visportal faces on the edges of those brushes? dmap is telling you correctly that the vp faces are embedded entirely in the world brushes they border. Use DR's "brush->Make Visportal" button to create legal visportals.
    1 point
  6. Sometimes YT recommendations are just brilliant.
    1 point
  7. Found a much simpler way to get the flying objects effect I wanted: No movers or fake positional entities required, just a repeater to call the script and a sequencer to pick the random target. Using this method you can still leave the moving entity as frobable, it will only jump while you aren't holding it void poltergeist() { entity obj=$trigger_sequencer_1.randomTarget("nothing"); float str = 1000; vector vel = '0 0 0'; vel_x = (-1 + sys.random(2)) * str; vel_y = (-1 + sys.random(2)) * str; vel_z = sys.random(1) * str; obj.setLinearVelocity(vel); }
    1 point
  8. Np m8 a few of the tools actually needed updating of the source code but luckily the changes needed where in some of the other tools. HPL2 has recently been opensourced as well, might want a look at that one as well.
    1 point
  9. Based on AMD's marketing bla, yes. As far as I read, the not verified performance is also only possible in combination with tech from the Ryzen 5xxx's (Smart Access Memory). So, yeah, time to soft-pedal that hype-meter. Wait for some independent benchmarks, then we'll see.
    1 point
  10. RX 6900 XT, around RTX 3090 performance, December 8, $999 RX 6800 XT, around RTX 3080 performance, November 18, $649 RX 6800, 18% faster than 2080 Ti, November 18, $579 Nvidia rekt.
    1 point
  11. As it happens I am actually working on the exact same thing as @MirceaKitsune for a Halloween update of CoS 3. I've ran into the exact same problem, my revenants go haywire when they see the corpses of the former guards around town. I tried adding the .StimEnable(14, 0); to the kill script, and it seems to work... partially. The revenants no longer "see" the corpses, but if they walk into them they become alerted. Don't know if there is a "proprioception" stim that you can turn off as well to maybe solve it? I just tried becomeRagdoll and stopmove and hilarity ensued! I was walking up to one laying flat on the ground to see if the corpse was frobable and he turned his head and said "I could use an ale right now!" He then started flopping his feet around like he was trying to walk. If anything I would say he had one ale too many! ^^ It seems the script makes them fall to the ground and paralyze everything but their head, feet and hands, and they just keep going on as usual as if nothing was wrong. After that I tried adding .kill() first in the script but similarly to Dragofer's StimEnable idea the revenants still alert if they touch the corpse. It also has the odd effect of killing them but freezing them in place like wax figures until you frob them when they fall flat. All in all an interesting test session, but there are still some kinks to iron out in this script.
    1 point
  12. The setting of this one was right up my alley, Sweet, sweet revenge
    1 point
×
×
  • Create New...