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Moonbo

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Everything posted by Moonbo

  1. I used frob_peer for several items in House of Locked Secrets...there was some secret, I think it involved making both objects frobable (but with the peer object having a frob distance of 1 so you couldn't actually frob it).
  2. Hey Cavador, Hrm, this is a very rare bug (it's only happened to two other players that I know of), and there are two known solutions: 1) Restart the mission from the beginning, this fixed the issue for one player. 2) Noclip your way through the second chamber - there is a trigger which activates the instructor's conversations as you go back and forth through that chamber and it's this trigger which seems to be causing the crash. By no-clipping you avoid triggering this trigger Hopefully you don't run into any other issues!
  3. It'd probably be easier to create a script which checks the health of the AI every .1 seconds or so and will kill the AI if its health drops below the health that it started the level with. I did something something similar in House to check if the player had hurt a friendly AI.
  4. Hey Beinie, Thanks for the detailed feedback, and I'm glad you enjoyed the mission!
  5. check out Obsttorte's thread, he has a custom trigger that activates when looking at a specific direction.
  6. Hey Dartollen, It's always hard for a creator to know how their work will impact people, so thank you :-). Also thanks for the secrets list!
  7. Hey Brethren, There is a complete and in-depth single player campaign, but it's not part of the early-access program. The game will get a full release in a few weeks though, so buying it cheaply now will get you the full campaign soon :-).
  8. Hey Silverd, Thanks for the kind words, and I'm glad you enjoyed the mission!
  9. I'd check the wiki article on teams, it has a chart of all possible teams and their relationships.
  10. I'd recommend checking out Clandestine. The lead developer is a good friend of mine and was the guiding force behind The Nameless Mod for the original Deus Ex. The game should be coming out of early access in a few weeks so this sale is a good time to grab a copy.
  11. You can let this happen by having a frob stim-response on the readable that triggers the trigger_relay (just make sure to make it triggerable only once).
  12. @1618, a printed version of the novella is on my to-do list. It's been prepared and I even have two proof copies that I made to make sure the formatting was all correct, but I just need to get off my butt and submit the final draft. Until then though, since it's not overly long, you could just buy/print it as a pdf (or even a word doc) from Smashwords. @Deadlove, you'll need to find a gate to a spirit realm in the library. Exact answer:
  13. From what I recall it wasn't anything overly hard, definitely not a change in the player (outside of setting his team). It was probably just setting a spawnarg on the guard.
  14. While I was testing Requiem I had a Hammer guard chase me under a street lamp. He must have gotten stuck on the lamp because he started walking in place, occasionally making pain noises. I kept on playing, but when I returned to that section at the very end of the misson, everything was eerily silent without anyone to be seen. When I finally got back to the street lamp, lo and behold, it was surrounded by a huge pile of corpses! What must have happened is that the first AI must have been taking damage from the lamp, and his shouts must have alerted other AI who also got trapped by the lamp, and shouted for help until the lamp had gotten them all. Needless to say I stuck a huge chunk of monsterclip around that lamp to save the AI from its sweet siren call .
  15. Hey guys, Glad you enjoyed the mission! @1618, sorry for the late reply, but here's the location of the secret outside the manor (from Cambridge Spy's play through): @MirceaKitsune, AI have the ability to greet each other and so I set the guard outside the church on the same team as the player with the "can greet" flag turned on. In order to be extra sure he spoke to the player there is also a trigger around him that's triggered when the player gets close to him, which activates a one-line conversation playing a greeting bark.
  16. @Grodenglaive, thank you and I'm glad you enjoyed the book! If you felt so inspired, it's always a great help to have reviews on the book's Amazon page :-). @Hey 1618, yeah it's never easy striking the right balance between open level design and making sure that players don't get lost. Regarding unpickable locks, a lot of those will be surmountable as the level opens up (especially after you meet Henry Thurgood).
  17. if the Ai doesn't need to move or talk you could just use a func animate
  18. Hey MVT, You need to finish up the final trial and talk to your instructor first. When you do this, the gate will open back up and you can leave, either to go back to your room or to investigate around.
  19. I know it's just because both us and whoever made this game are getting their textures from cgtextures.com, but it's hilarious to me how much this looks like it could have been made in TDM:
  20. A Youtube reviewer I follow just summed up his thoughts on the mod:
  21. Hey Caelzeph, Thanks you for writing up such a detailed review! Like you said, building these sorts of things takes a lot of time and effort, so it's always encouraging when you hear that someone enjoyed your work :-).
  22. Yeah, I know the feeling. Getting AI to sit properlt was one of the most tedious parts in my fms. It might help speed up the process if you copy paste the small part of the map with the AI to a different file, making the dmapping take less time.
  23. Hey Dunedain, One workaround for this is to put some monster clip onto the floor under the chair. The AI will still walk around at ground-level but when it comes time to sleep/sit they will be adjusted up by the height of the clip.
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