joebarnin
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589 LegendaryAbout joebarnin
- Birthday 04/29/1959
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Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
joebarnin replied to JackFarmer's topic in Fan Missions
I think if you create spoiler section, and then drag in the graphic into it, you should be safe. But if you're really worried, store the graphic out in a free file storage site (e.g., Dropbox) and put a link to it in your post. -
See https://wiki.thedarkmod.com/index.php?title=Doors#AI_Door_management. Looks like ai_should_not_handle is the spawnarg you want.
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Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
joebarnin replied to JackFarmer's topic in Fan Missions
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Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
joebarnin replied to JackFarmer's topic in Fan Missions
Hmm, interesting. I know The Painter's Wife mission updates the map as you traverse it (it shows you where you are on the map). So I guess that technique could be extended to actually color in the whole map as you travel. -
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
joebarnin replied to JackFarmer's topic in Fan Missions
I actually appreciate missions that confuse with their complex geometry. It can be frustrating, but it's all part of figuring things out. YMMV. -
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
joebarnin replied to JackFarmer's topic in Fan Missions
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Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
joebarnin replied to JackFarmer's topic in Fan Missions
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Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
joebarnin replied to JackFarmer's topic in Fan Missions
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joebarnin started following Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
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Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
joebarnin replied to JackFarmer's topic in Fan Missions
Congratulations on this epic release! Taffers, this is a brilliant campaign. For those who want to play this 'blind', I'll put some comments in spoilers (they don't spoil much, but just in case) Bottom line - take a deep breath, allocate some time and PLAY THIS! -
I've been prototyping something very similar. The idea is, if an object is in your FOV, you don't see it. If your "back is turned", it's there (and you can see it in a mirror). I've got it working, except for some edge cases. I'll be happy to share what I've done, once I clean it up.
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For #3, there's a setSkin() script command.
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I don't think you can 'reset' a trigger_once. One way to do what you want is make it a trigger_multiple (wait = 1), then write script code that sets a flag the first time the trigger fires. The code that processes the trigger_multiple only does it if the flag hasn't been set. E.g. boolean hasTriggered; // code that processes trigger, only once void myTriggerCode() { if (!hasTriggered) { hasTriggered = true; // do whatever you want the trigger to do here } } void main() { hasTriggered = false; } Then, put additional trigger_multiples around the main trigger area, and all these do is reset the boolean (hasTriggered = false). So when the player leaves the trigger area, the flag gets reset, so when they come back, the trigger is processed again.
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I'm sorry about your frustration - I'm glad you've stuck with the mission so far. As for the library:
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Sure. It's a bit rough now. I'm going to clean it up and do some more testing. Once I'm not embarrassed to show it to others, I'll post it here lol.
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What I ended up doing is to getting several pieces of data: the position of the player's eyes (getEyePos()) the position of the object ($object.getOrigin()) where the player is looking (getViewAngles()) the FOV of the player (getFov()) and doing math/trigonometry to determine if the player can see the object. This code is not general purpose, since it doesn't deal with walls/obstacles/line-of-sight. In my case it will only need to run in a certain room, so it'll be "good enough".