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Obsttorte

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Everything posted by Obsttorte

  1. Visportals are working if they are surrounded by worldspawn or other visportals. So if you want to have "free-standing" location, you actually only need four visportals that form a cube (or some more dependend on the form of the area you like to have) and, if the visportals don't go to the top of your "room" (whatever may be there), one visportal to close the upper side. Put an info_location inside and seperators in all those visportals, that's it. The only things you should keep in mind is that zone function calls (call_on_...) only respond to the player the functions you call must have the form void functionname(entity zone), where the entity called zone is the actual info_location entity that caused the call Trigger touches are, as said, quite expensive. But unless you don't want to use dozens of them, this should be no problem. Note that trigger_touch reacts to everything. The player, AI, moveables ... . I used it making a trap. The problem is you have to check for the player being in there at the beginning of each function call. And if you lay some moveable inside, the function gets called every frame. This is quite senseless if it should response only to the player anyway. Using stim/response may be a bit tricky. You could use a player response, but you can't adjust the distance and it is also dependend on how good the player is visible IIRC. Adding a custon stim on the player is another way. The problem here is, that you have to find a way to actually get it on the player. Adding stims onto the player start will not work IMHO, as it is only the the point where the player is spawned at map start. You would have to add the stim via script. Quite unhandy and not very error-prone. Summary: player-only response: zone system player/ai response: s/r or maybe trigger_touch everything: trigger_touch IIRC there is an entity that only checks for certain entities in its bounds, I forgot the name. This may also be used instead of the zone system, although I think the latter is the easiest approach.
  2. Daniel Kübelböck?! Daniel Kübelböck?! Daniel Kübelböck?! Daniel Kübelböck?! Daniel Kübelböck?! Daniel Kübelböck?! Daniel Kübelböck?! Daniel Kübelböck?!Daniel Kübelböck?!Daniel Kübelböck?!Daniel Kübelböck?!Daniel Kübelböck?!Daniel Kübelböck?!Daniel Kübelböck?!Daniel Kübelböck?!Daniel Kübelböck?!Daniel Kübelböck?!Daniel Kübelböck?!Daniel Kübelböck?!
  3. Actually I want to count the amount of knocked out and killed AI. My attempt was to have a hidden "ko one ai" objective in the mission. If this is fullfilled, it runs a script to change the spawnarg for the amount which increases it by one and than triggers a target_setobjectivestate to set it to not finished again. All this steps work, but if I than knock out a second AI, the objective gets not fulfilled again. So it seems that changing the spawnarg has no effect on the objective. To bypass this I have to put several subobjectives into my objective: "KO one guard", "ko two guards", "ko three guards" and so on. The objective success logic is then to link them together via OR. This works as intented, but if I have for example 30 AI in my map, I would need 30 of this subobjectives, which is, as said, cumbersome. Actually my first approach was to se the stim/response editor and add responses for KO and KILL on the ai, which triggers/calls than whatever needed. But that didn't work. Looking into the TDM script reference it seems that there is no function to get the amount of knocked out or killed AI. At least there is a spawnarg "death_script" for the AI which I can make use of, but there seems to be nothing like that for KO's. Maybe I should take a look into the specific def files as it's maybe only just not listed.
  4. I'm on FONIC and I encounter this problem, too.
  5. Yeah, I see. Actually I thought more of the AI going to the flee point and than for example pushing a button to trigger the alarm. So the player still has the opportunity to KO him or take him out with an arrow.
  6. HI there, is there a possibility to let unarmed AI trigger an alarm instead of running to a flee point? I tried it with targeting from the flee point but that didn't work. Another question: Is it possible to change the "amount" setting on objectives during the game? I've tried several ways to achieve that: triggers and targets, script, but none of them worked. Actually I have found a different way to achieve my goal, but it is quite cumbersome.
  7. With lot's of scary books: The biography of Daniel Kübelböck for example :o :o :o wuhuu
  8. I'm sorry for that. I didn't knew of that problem before I've released the mission.
  9. Well, I never thought of it in that way. I guess it is a good point here, as long as the tools/weapons you can buy make sense at all. It sometimes happen that you can for example buy a holy water potion and think, damn god, there are haunts in that mission, just to recognize later on there aren't (I barely remember one mission were I saw this, but maybe I just missed the haunted place. Nevemind, didn'T bought it anyways). Or you get moss arrows without even needing them. In fact I only used those in two missions so far (the one with the bank, can't remember its name, and my own ). So I guess putting the map into the shop is really the best choice, as long as the player has enough informations given by the briefing to evaluate the use of it, not just of the map but all the other stuff (are there lots of electrical lights in there so buying water arrows don't make much sense? in a mansion are there carpets on the floor everywhere so I don't need moss arrows? How "3D" is the level so I may not need flashbombs to escape the guards once I've alerted them? and so one and so forth ...) Another point may be to put the map in the shop and in game. So if the player don't buy it, he has at least the opportunity to find it (and therefore may has to use the equipment he bought from the money saved by not buying the map). The most important point to me personally is the size/complexety of a mission. If it reaches a specific (obviously player dependent) scale, a map is a must. I just replayed business as usual (as many of you, too I guess ) and I got lost quite often although I already played it before. This is always very frustrating. Obviously I don't need a map for too late. (These are just examples and I really like both missions a lot )
  10. There has been some discussions about whether a map is needed or not in different threads. It seems that some mappers are unsure if they are worth the effort. I guess the best way to find that out is a poll.
  11. Agreed. An 'explorer' can always choose to simply not use the map. But a 'planner' without a map ... IMHO both aspects of the game, the planning and the exploration are very important. And it's especially the possibility to plan, thus meaning to make your progress following a strategy, what differs this kind of game from all the Call of Warfare Bullshit beautiful games taking the player serious and challenging him with steady progressing game mechanics embedded in a excellent story ... what the As said, you can just ignore the possibility to use them.
  12. If you add some steam, punk Just kidding, looks pretty good.
  13. I used the map very often, too. I think it was a great help, as the area is quiet huge. Actually maps are like condoms. It's better to have one when you don't need it then the opposite. I think it also adds a lot to immersion.
  14. I guess I put 40-50 hours in it plus some extra hours for fixing issues reported by my beta testers. But this is only a rough guess as I didn't stop the time.
  15. Regarding the points mentioned by you: Actually I still have some ideas left that could flow into this mission. If I should ever make a new version of this FM, I'll surely extend it a bit and will therefore adjust the objectives, to make things a bit more comfortable.
  16. water_reflective texture is the way to go. Anyways, it has a high impact on performance.
  17. I just looked and the loot objective works as suppossed. I really have no idea why it didn't for you.
  18. I'll never named it that way. I always named it "broads.pk4".
  19. @Baddcog: Regarding the objectives: I'm a bit sad that things turned out not working for you. On the other hand I must admit that I didn't took the possibility of noclipping into acount when creating this mission. I hope you give it another shot, and if so, things work better.
  20. I have the same problem sometimes.
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