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joebarnin

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joebarnin last won the day on March 20

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  1. Thank you for catching that. I just fixed it.
  2. Version 3 is now available - read the top of this topic for details I promise they will be available by March 19, 2025.
  3. Glad you enjoyed it! As for your issues...
  4. If it's early on, at some point when you get to a dead end, look up!
  5. Glad you're liking the mission!
  6. I don't know of any "pure" way of doing this. But I think I've come up with a semi-kludgy way. Assumptions: path_cornerA points to path_cornerB (if guard) or path_cornerC (if thug). On the path_cornerA, target a atdm:target_callscriptfunction. This callscriptfunction object has the following spawnargs "foreach" "1" "call" "pathChoice" "target" "pathCornerA" path_cornerA also has two custom spawnargs: "guardPath" "pathCornerB" "thugPath" "patchCornerC" Write a script function, 'pathChoice': void pathChoice(entity ent_pathnode, entity ent_ai, entity ent_callscriptfunction) { if (ent_ai.getTeam() == 2) { sys.println("guard"); entity nextPathGuard = ent_pathnode.getEntityKey("guardPath"); sys.println("the next path is " + nextPathGuard.getName()); ent_ai.stopPatrol(); ent_ai.addTarget(nextPathGuard); ent_ai.restartPatrol(); } else if (ent_ai.getTeam() == 6) { sys.println("thug"); entity nextPathThug = ent_pathnode.getEntityKey("thugPath"); sys.println("the next path is " + nextPathThug.getName()); ent_ai.stopPatrol(); ent_ai.addTarget(nextPathThug); ent_ai.restartPatrol(); } } The script code determines whether the AI is a thug or a guard, and gets the appropriate custom spawnarg from the path_corner. You just need one pathChoice script. For each of the "decision" nodes, you need an atdm:target_callscriptfunction that targets back to the node. And the node needs the "guardPath" and "thugPath" spawnargs. Not perfect, but hopefully good enough?
  7. The mission was quite large, and I wanted to have checkpoints at the end of each "chapter". Just to keep people from losing too much if they forgot to save. Glad to see that it's probably fixed
  8. ai_should_not_close spawnarg on the door will leave it open. To get them to close it later, maybe use Path objects to get the guard to interact with the door (that will close it and lock it I think). You may have to do some scripting to dynamically get the guard to interact with the door only when it is open. No idea if this will work, just throwing out ideas.
  9. The mission count for 2024 is even more impressive when you realize that one of them was @JackFarmer's epic campaign Hidden Hands: Blood & Metal, which was really five missions in one!
  10. Great stuff, this will be a lot of fun to play with. Speaking of gravity, is there any way to reverse gravity, so that the player falls up? I experimented a bit with calls to $player1.setGravity with positive numbers in the Z direction, but the results were weird. Kind of seems like the player is turned on his head? Anyway, I wonder if the game engine isn't meant to handle this. It would be nice if it did, for a mission that I'm working on.
  11. I don't know if this will help, but my mission Now and Then dynamically creates readable content, based on user actions during the mission. So I know it's possible to have variable content in readables. In nowandthen.script, check out adjustFutureReadables(). It does a ton of work, and is lot more than what you need, but it does show the concept of setting the value of readable variables (e.g, "page1_body") dynamically.
  12. Fun little mission. I always appreciate verticality. Looks like a good starting point for a larger mission?
  13. A simply gorgeous mission! I love the unique textures, especially the stonework in the storehouses/market area. Intriguing layout, both of the storehouses and the ship. The lighting was outstanding - visually, and from a gameplay point of view. Here is some z-fighting that I noticed: https://www.dropbox.com/scl/fo/prpoujb1lhd5ybftw3von/ACbqye0LJOevb6FZipoS8sM?rlkey=cyfx6z3st6v1du0cmedoi51od&st=zldqvjoh&dl=1
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