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Moonbo

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Everything posted by Moonbo

  1. Well you've got my permission, but just make sure to avoid spoilers :-).
  2. Hey guys, Thanks to the hard work of my beta testers, my first FM, 'Requiem', is now done and will be released simultaneously with 2.0. Here are some early reviews: "When walking through his map I get the shivers and think 'hey I've seen this type of work before' and then I realize, the last time I saw mapping this imaginative and original was work done by Dram on 'Blackstone manor' and Angua in 'In the bone hoard' - yeah its that good!" -Bikerdude "This mission is awesome." -Obsttorte "Just kept getting better all the time the deeper you get into it! Excellent !" -Gnartsch "BRAVO!!!!! Amazing mission, 10/10." -AluminumHaste Coming soon to a computer near you...
  3. Sorry, another question, this time about debriefing videos: Right now the debrief video plays right after the mission ends, before the "mission complete" screen. Is there a way to swap this order, so that the "mission complete" screen shows and then the video plays after you hit "Continue"? Thanks.
  4. I'm trying to modify my FM's briefing (button, not timed). What I'd like to do is to have the image appear and then 2 seconds later have the text appear. I don't know enough code to know what to do, but I'm pretty sure that it has to be possible. Here's the current code: onAction { set "BriefingText2::visible" "1"; transition "BriefingText2::forecolor" "1 1 1 0" "1 1 1 1" "10000"; set "NextButton2::visible" "1"; set "PrevButton1::visible" "1"; set "BriefingText1::visible" "0"; set "NextButton1::visible" "0"; set "BriefingMovingPicture1::visible" "0"; transition "BriefingMovingPicture2::matcolor" "1 1 1 0" "1 1 1 .9" "4000"; transition "BriefingMovingPicture2::rect" "0 0 704 528" "0 0 640 480" "15000"; set "BriefingMovingPicture2::visible" "1"; } This runs "on action" (i.e. when you hit the button). Is there a way to have a delay before the text becomes visible? By looking at Grayman's WS1 briefing I know it's possible to trigger things at a specific time with a "onTime" function, but I don't think it will work embedded into an onAction fuction. Any help would be greatly appreciated.
  5. Hey Trooper, All the beta slots are filled now, but thanks for offering!
  6. Hey there Acolyte, Sent you a PM.
  7. Yeah, it seems to me that a custom script might be better for what you're describing since it'll cut down on the trial and error. Or just look for a simpler way to do the same thing. Most players won't notice the difference if the result is the same.
  8. After a lot of elbow grease, and a lot of help from the forums, my first FM is ready to go into beta, and I'm looking for a few good testers: Requiem is a large-ish FM, so your computer needs to be able to run something of about the size of Lords and Legacy in order to play it smoothly. While it is compatible with v1.8, I'm asking the beta testers to test it under 2.0. Who knows, God willing, Requiem may be 2.0's maiden mission. Here are some screenshots. If you're interested in being a tester, just reply in the thread:
  9. Thanks Grayman, I'll set that spawnarg to 1. Just for posterity, I figured out 3 of the questions I posted: 1) By setting the "undead" spawnarg to 1, AI are affected by holy water. 2) The reason arrows pass through see-through AI is because of the keyword 'transparent' in their material definition. I'm guessing that was to allow arrows to fly through things like cobwebs. There's not much way of avoiding this issue. 3) I finally got the death script to work by taking Sotha's from LQD and erasing things until I got what I wanted. It turns out the issue is that you need to wait around 1 second after the death script starts before you turn the AI non-frobable. I guess this is because the system is still swapping out the AI and the ragdoll. The final script was: void NotFrob(entity e) { sys.wait(1); e.setFrobable(0); } void NonFrobGhostCorpse(entity e) { thread NotFrob(e); }
  10. Hm, I was able to bind a torch light onto an AI without any issues too. Maybe you need to have two entities, one that's bound to the AI and another that's bound to the first entity (and if not via bind then maybe as a def_attach).
  11. Okay Obs, I'll report back shortly :-). Another quick question: right now the default behavior for AI is that if they get alerted they pull out their weapon, and even after they resume their patrol their weapon is still out (using a diff animation). How can I get the AI to put their weapon away and return to their normal walking animation after they cooldown from their alert?
  12. Hm, yeah I checked the LQD script and I the two scripts seem to be the same. I like Obs idea of modifying the def file, hopefully that's as straightforward as it sounds. Okay! So I think I'm ready for beta testing this weekend if I can squash the remaining bugs I found in my own playthroughs today. How exactly does one set up beta testing on the forums?
  13. Hey guys, just about ready to go into beta testing after I iron out a few more bugs: 1) If I wanted an AI to be damaged by holy water, how would I go about doing it? 2) This is a revisit from a post way back, but I have an AI who I want to be non-frobable after they die. The script I have set up as the death script is as follows: void NotFrob(entity e) { sys.wait(0.5); e.setFrobable(0); } void NonFrobGhostCorpse(entity e) { thread NotFrob(e); } The death script is "NonFrobGhostCorpse", but the corpse is still frobable after death. Any thoughts on what I'm doing wrong? Thanks.
  14. Hey Sir Taff, Just finished playing your mission, and I really had a lot of fun. The readables, especially added a lot of flavor, and it was a blast finding all the hidden rooms in the city section.
  15. Thaks, since I can't animate I'll use Sotha's idea . Slightly related: I have an AI with a ghostly, transparent skin. When I shoot arrows at it, they pass right through the AI. That's pretty neat but for this AI I need to disable that effect. Is it controlled by a specific spawnarg?
  16. Thanks guys, placing the alert and pain thresholds to 1,000 did the trick (though because the AI is undead I also had to set neverdormant to 0, and I set canSearch to 0 for extra measure). Unrelated question: I have a custom AI that I don't want to perform idle animations. In its def I put a dash for the idle anim spawnargs. This worked, in that the AI no longer idles, but I keep getting error messages in the console saying that the game can't find the idle anim for the AI. This isn't a gamebreaker but it is cluttering up my console logs...is there a better way to stop the AI from idling? Thanks.
  17. Quick question: I have a sleeping AI who has all its acuities set to 0 (i.e. it can't see, hear, etc). However when I damage the AI, it still reacts (i.e. gets up and starts searching even though he can never see the player). Is there a way to the AI to not react to being damaged and keep on sleeping?
  18. Just a heads-up that I was able to figure out what was wrong. Using the target_setkeyval entity *does* work to change the music, but not while you are in a location. So let's say there's ambient zone A and B. If you are sitting in zone B and you change the music for both zones, you will not hear any change from where you're sitting. But if you walk into zone A, then the music there will have changed. If you then walk back to zone B, then the music will change there too. It just won't change for the zone you're in until you leave and return. For my FM, I got around this by teleporting the player out and then back right after triggering the target_setkeyval (covered by a trigger_fade effect).
  19. So I finally got my desktop computer up and running again and gave Lords and Legacy a whirl. What a nice mission; I haven't seen patchwork that complicated since playing BikerDude's missions. The only niggles I had were that the theme got a little bit monochromatic so that it became a little easy to be lost, the blurry see-through windows made it easy to be spotted by guards you couldn't see, and that narratively it seemed that the majority of the plot took place in a minority of the map (i.e. there was a lot of "filler" locations). But those are small things - the map looked *amazing*, played smoothly, and had a strong sense of place. Looking forward to you next fm Kvorning!
  20. I'm moving to a new apartment this weekend or I'd be playing this right now. Looks like you're quick on fixing the bugs too, but if I could offer a small suggestion based on what I've read:
  21. Ah, I'm using 1.8 and that entity is sitting in the "base" folder (i.e. it's a Doom 3 entity). Is that going to be ported over to 2.0? I'm still having issues getting it to work though. Here is how I've set it up. On the atdm:location_settings I have two spawnargs: "snd_before" and "snd_after" both linked to the proper sound files. On the info_location, I have the spawnarg: "ambient snd_before". I have a target_setkeyval entity, with the following two spawnargs: "keyval ambient;snd_after" and "target info_location1". I then have a switch which triggers the target_setkeyval. When I flip the switch, the music stays the same.
  22. I'm using 1.8 too...I guess I'll need to update as part of the beta testing process though.
  23. Yeah, we did a lot of work to make everyone killable, unless their invincibility made sense in the context of the game. I recommended giving Scara an indestructible shield or something, but this way turned out to be more fun :-).
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