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Everything posted by Obsttorte
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GetPointOutsideOfObstacle means what you have thought. The direct way is blocked so a way around needs to be calculated. AI is able to kick moveables out of the way, but I guess it is limited by the mass of the object and I don't know whether it applies to ragdolls either. As you have revenants fighting each other, you could also use the death_action_script to remove them if they get killed, similar to how it is done with the demons in Doom 3. (For testing purpose you only need to remove them without any effect).
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Normally you don't have to set the patrol afterwards, as ai will continue their patrol after the fight has finished and they have calmed down. Maybe try a path_waitfortrigger instead?! Additionally, if the setup is several ai fighting each other and continue their patrol afterwards, I am pretty sure their already is a fm that uses such a setup. I may be wrong, though, but it probably doesn't hurt to check.
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The default behaviour should be that the ai continues to patrol after the fight has done and it has calmed down (the latter might take a while). If the ai is not resuming the patrol then one possibility is that it may has issues reaching the next path_corner. Are there any warnings/error messages in the console?
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Yep, Spring once handed me a version of the sword arm without the sword, so I can basically attach all kinds of weapons to it. helloween.zip
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Satisfying an objective before "moving on"
Obsttorte replied to grayman's topic in TDM Editors Guild
I guess there is a reason why the player has to fulfill objective A before even beeing aware of objective B, despite the possibility to fulfill it? Besides reducing the map as suggested by Anderson, which whould reduce the pain of backtracking (it would still be there, though), you could alternatively only allow the player to enter the eastern part of the map when A is accomplished. Obviously both solutions aren't optimal and very gamey. The most elegant solution would imho be if resolving objective A and afterwards moving to the east is only one way the mission could go, and that if the player moves to the east before resolving A, objective A simple becomes obsolete and a modified version of B is displayed. I guess this would be most intuitive, as in real life if you notice that you have forgotten something and it would be too tiresome to "get back" (whatever that means in the respective situation), you normally improvise. It is hard to tell, though, without knowing what A and B are suppossed to be. -
Apples and Peaches: Obsttorte's Mapping and Scripting Thread
Obsttorte replied to Obsttorte's topic in TDM Editors Guild
Well, I guess the amount of data storage available per spawnarg is limited, so to take the possibility of more text into account the text would need to be split into several peaces. Will take a look and see if I can modify the script accordingly. -
Good. But looking through a plague mask would probably not appear like that (at least it doesn't look so with a gas mask, which is pretty close).
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Yep, that's my favourite mistake. That and typos.
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@RedNoodles: There is draw order and it can be manipulated, forgot how that works, though, but you should find the answer if you take a look at the gui files shipped with tdm (for example the compass is drawn over the objectives screen @thebigh: Do you have a startingmap.txt file in your fm folder and the mission properly installed?
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Nice job for a first attempt. Note that there are models for windows, supports etc..., so you don't have to build everything from brushes. That adds a bit more detail and speed things up a bit (you have already used some as I see, but there is really tons of stuff). Some of the windows could use frames, though.
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Wrong file. The "start mission" button and its behaviour is defined in mainmenu_main.gui.
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I don't know nothing. Must have been another Obsttorte
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Minor idea on promotional materials: TDM papercraft ?
Obsttorte replied to Petike the Taffer's topic in The Dark Mod
I bought this once in a museum here in the city I live. It is called "Romantical Knight's Castle" (the castle is romantic, not the knight ), so it is fictive and roughly scale 1:120. I have never designed such thing myself, but I knew a guy who did this, designing and building them. I never saw them in real but he has shown me fotographs: Gothic Cathredals, a Version of Versailles (two meters long or so, no kidding). But I have built the castle in the image posted. Took me something in between 10 and 20 hours. It is actually quiet a relaxing hobby.- 10 replies
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- the dark mod
- the dark mod promo
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@DragoferAgreed. @Kurshok"Argumenting" in such a way only disqualifies yourself and your opinion. You cannot really expect anyone to take you serious when behaving like that. Although at this point I am not even sure that this plays any role to you.
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Minor idea on promotional materials: TDM papercraft ?
Obsttorte replied to Petike the Taffer's topic in The Dark Mod
I agree with demagogue that you should just do it if you like the idea and than post the results here. People who like it will adopt to it and maybe start creating their own papercraft. In terms of motives I guess that buildings are a good starting point, as their are compareably easy to build (mostly right angles and rectangle surfaces). When posting the pdf it would probably be adviseable to post some recommendations for the type of paper to use for those without any experience in papercraft to avoid frustration. An appetizer- 10 replies
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- the dark mod
- the dark mod promo
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tdm_light_holder is the respective type (my fault, it's been a while ), but as said in your case it is not required anyways.
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Btw.: Choking is forbidden for police in most countries, at it can quiet easely kill someone. One easely underestimates how much harm can be done by harmless appearing measures.
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Which doesn't make a difference anyways, except maybe that a knocked out ai doesn't leave a blood pool like on killed via the sword (which only matters if you take them out in a well lit place). Besides that it is purely cosmetic. Those tris on your screen aren't alive, therefore you cannot kill them.
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Back in the day they often used the same units for money as for weight, as the value was normally derived from a specific amount of a valueable metal, like silver. This is were pound or the german mark comes from. But there is no fixed naming convention and even if there would be, you are not tied to use it. Generally speaking, if you've already played a couple fm's than you can consider everything as canon that turns up more often and is therefore present to you (like the name "Builder" or the city names "Bridgeport" or "Braeden"), whereas canon only means that you would probably confuse players if you are using them in a different way. Everything else is more or less subject to your personal taste and fantasy.
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Yep.
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Fourthed I am actually in favor that mappers are allowed to modify as much as possible, because it is called The Dark MOD for a reason. (and it is called dark due to the arosing consequences people like you have to deal with afterwards )
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I fairly doubt that someone becomes unconscious after a few seconds not beeing able to breathe, I would rather guess that it takes several minutes that it is "much more safe" to squezze someones trachea. I am no expert to this, though, so I may be wrong. It doesn't matter much anyways imho, because
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Even if a stim is used to initiate the lamp behaviour, you can specifically define on how you want to do the detection. So to mimic the trigger behaviour (assuming you are using cuboid shaped triggers) you could do a coordinate check (via mins/maxs as done by some entities for example). To apply the custom stim you only have to modify the ai_base and player_base definitions. So you don't have to add the stim to all affected entities manually.
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void lamps_toggle() { light lamp; // using light instead of entity allows access to light specific script functions, although not needed in this specific case do // using do makes more sense, as you can have as much lamps as you want without having to adjust the script { lamp = sys.getNextEntity("lightType","AIUSE_LIGHTTYPE_ELECTRIC",lamp); // all electric lights are of the same lightType (I guess ;) ) if (lamp != $null_entity) sys.trigger(lamp); // brackets not needed if there is only one command to execute } while (lamp != $null_entity); // don't forget the semicolon at the end :) } This versions turns lights off that are on and lights on that are off. This should work in your case if all lights start in the same state and there is no other way to change their state (like a button or so). Note that this affects all electric lights, including outdoor street lamps for example.