joebarnin
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joebarnin last won the day on June 23
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664 LegendaryAbout joebarnin
- Birthday 04/29/1959
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Looking forward to seeing what this looks like!
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Cool idea! The fact that remove() doesn’t work either makes me think that the getWeaponEntity call isn’t returning the correct object. I’ll do some experimenting when I get home later in the week.
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Maybe you have to call setShaderParm on the attachment before explicitly attaching it? What exactly are you trying to do?
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Maybe call $BennyGuard.getAttachmentInd() with incrementing values on the id (starting with 0), to get all the attached entities, and call setShaderParm on each of them.
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joebarnin started following Giving Mage Powers to Beastmen? , What should I play next? , 3 questions.... and 1 other
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A couple of my faves: The Painter's Wife - massive mission, one of the best thieving experiences I've had in years. The geometry/geography is amazing, the story and gameplay flow is excellent. Brilliant stuff. The Hidden Hands series. Every mission is different, in a good way.
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Fan Mission: Now and Then by joebarnin (2020/09/08)
joebarnin replied to joebarnin's topic in Fan Missions
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Fan Mission: Now and Then by joebarnin (2020/09/08)
joebarnin replied to joebarnin's topic in Fan Missions
I’m away from my computer until Sunday, but as recall the switch is in that room, down low near baseboards, near the unopenable door to the pub -
#2. Not sure how to do this globally. An ugly fix is to set "snd_acquire" on each loot item to your custom sound.
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#3 - modify /guis/mainmenu_custom_defs.gui: /// Played after completing a mission //#define MM_MISSION_SUCCESS_SOUND_CMD "music mission_complete;" uncomment the #define and specify your own sound
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How to Teleport AI with Bind/Def_Attached Props
joebarnin replied to Jnon's topic in TDM Editors Guild
I have no idea if this can avoid your attachment issue, but in Heart of St Mattis I used the following script calls to teleport AI: $revenant10.setWorldOrigin(startBuilder10); $revenant10.addTarget($path_corner_bg1_10); sys.wait(1.0); $revenant10.restartPatrol(); I think I had to do it this way to get patrolling/paths to work. You could try this and see if it helps with attachments? -
I came at it from a different angle - I started with the manbeast and gave it mage attack abilities. It's not as streamlined as I would want it to be, but it seems to work. Drop the attached file into your FM\defs folder, and add a atdm:ai_magebeast to your map. Hope it works for you. tdm_ai_monster_magebeasts.def
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There should be a way to do this, I think. I’ll take a look tomorrow
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Nice atmosphere!
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Yes! I like the sound of that!
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I can think of a couple of possibilities. One is a script that just turns the light off and on in a loop. Something like: void flicker() { while (true) { sys.wait(10); // light on for 10 seconds float loop; // flicker a few times for ( loop = 0 ; loop < 4 ; loop += 1 ) { $mylight.Off(); sys.wait(sys.random(0.1)+.1); $mylight.On(); sys.wait(sys.random(0.1)+.1); } $mylight.Off(); sys.wait(5); // light off for 5 seconds $mylight.On(); } } You can adjust the code to change your flicker behavior. Start this in your main() with: thread flicker(); The other technique is to use the s_shader spawnarg on your light. Several outdoor lights use this already - the light makes a humming noise, and the brightness of the light is determined by the volume of the sound. It's an inverse relationship - the louder the sound, the more the light is off. You could make a sound that is silent, then a hum for a few seconds. The hum will turn the light off, I think.