Jump to content
The Dark Mod Forums

joebarnin

Member
  • Posts

    1067
  • Joined

  • Last visited

  • Days Won

    42

Everything posted by joebarnin

  1. I have some user-defined stims (sr_type >= 1000), and I want the response to be attached to the player object. How is this done? The only way I could figure out is to clone the default tdm_player_thief.def file into my mission folder, and modify it by adding my responses to the atdm:player_base object. This works, but it seems suboptimal (and maybe risky?). Is there a better way?
  2. ai_type of "human" wont work. I think it's looking for a number, and it looks like humans are 0 (zero). So try "0" instead of "human" for both of those. Hmm, I just noticed that later in that wiki entry, it says "ai_type Type of AI: human, beast, undead, steambot, etc. (reads m_AIType in the SDK, which is set by the "type" spawnarg on idActors. Not sure if this is implemented yet)." Hopefully, 0 will work for humans.
  3. Is there a script call that will tell me if an entity is in the player's inventory? Or, a call that enumerates all of the items in the inventory? getNextInvItem() isn't appropriate, as it actually modifies which inventory item is active to the player.
  4. @GeepMy loot objectives look the same, except I don't set the Irreversible flag (both places). Try unchecking those and see if it works.
  5. My trigger_hurt can be toggled. I've got a brazier post that you can climb up on. The flame starts out lit, so the trigger_hurt is on. If you douse the flame, the trigger_hurt turns off, and if you relight it, it turns off (this is accomplished by adding "target=trigger_hurt_1" spawn arg to the flame). I can douse and light the flame back and forth several times, and it works. What are the details of what you are trying to do? How do you activate the trigger_hurt?
  6. Clever idea. How does it attach on the player's side? I can see how it sticks into the other side, just like a regular rope arrow. But what happens to the 'end' of the rope near the player? Does it magically attach to something? Maybe you have to be standing next to some sort of attachment object, and then the end of the rope attaches to it once the arrow is shot. Or maybe after you shoot the Tight Rope arrow, the end is 'attached' to you, and you have to walk over to the attachment object and interact with it to make it stick. Also, I think the rope will have to sag a bit or it may look cheesy?
  7. What sad news. RIP greyman. Condolences to his family and friends. He was an important contributor to TDM, and the William Steele series will live on.
  8. Congrats! This is an excellent mission - enjoy, everyone!
  9. I think I see the problem. The "don't kill" objectives need the "Ongoing" flag set on them. The wiki says: "Important: No kill objectives need be set as "Satisfied at Game Start" and "ongoing" or they will not work!". You've got the "satisfied" checked, but not "ongoing". See if that helps.
  10. The logic in the code is: Check each objective that is visible and that applies to this difficulty level: For each of these objectives, do the following four checks: objective state is Complete objective state is Invalid objective is not Mandatory objective is Ongoing If, for a given objective, any of those four tests are true, then that objective is "done", from the point of view of completing the mission. If, for a given objective, all four of those tests are false, then the mission can't be completed. If all of the checked objectives are "done", the mission is complete. I hope this makes sense. If you want to attach your map I can take a look at the objectives section. Or just the atdm:target_addobjectives section from the map.
  11. Wild guess here. In DR, the Mission Objectives dialog, at the bottom there's an Edit Mission Success Logic button. Is there anything specified in that dialog? Anything in there overrides the "normal" mission complete logic.
  12. I just tried my most recent FM (Now and Then). On 2.09, dmap took 60 seconds. On 2.10 (dev16215-9215), it took 23 seconds. Nice! The build succeeded, and the mission seem to run fine (I played it for a few minutes). Good stuff!
  13. I'm embarrassed about how many missions I played, dragging bodies around the hard way, before I realized this...
  14. Thanks. I see the problem: I should mark that objective "complete" when you You can complete the mission without finishing that objective. Or,
  15. Here is the quickest way to get to the part of the mission that has the crash: > notarget > setviewpos -2371.72 1124.54 -910.26 4.8 7.2 0.0 You will be clipped "inside" of a small closet - don't move, just grab the painting right in front of you. > setviewpos -2461.61 1236.86 -1057.22 22.5 177.7 0.0 Frob the big lever right in front of you. A few seconds of video & audio will play > setviewpos -447.87 -95.21 -580.38 10.2 -89.8 0.0 You're at the top of some stairs. Walk down the stairs and keep walking for a few feet. The cutscene will play (it lasts a few seconds), and then you'll get a new objective. I think this is about where it crashes for @JBERT .
  16. An update, version 2, is now available: https://www.dropbox.com/s/ciesyfcqu1ct6pj/nowandthenv2.pk4?dl=1. This fixes many of the problems found by those who played version 1. Besides general clean up, the primary goal of this version is to Special thanks to Bikerdude, whose did a quick beta test of this version and whose suggestions I mostly (but not completely) implemented. Could someone please update the in-game downloader? Thanks!
  17. Can you show me where you got stuck (screen grab)? Don't feel bad about the secrets - I made some of them really hard to find. Unfair, really . The first post in this thread has some hidden spoilers, including hints for each of the secrets. Have a look at those; if you still need some more hints, let me know.
  18. Looks like this is on Linux? Maybe you could submit a bug report to the dev team. If it can be recreated every time, then perhaps with a save file (just before it happens) and instructions, they can recreate the problem in the dev environment.
  19. @JBERTSome users have seen this issue, occasionally. Try closing and opening the case. Or, close it and see if you can take the turquoisium when the door is closed.
×
×
  • Create New...