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Everything posted by joebarnin

  1. How do you get an AI to stop patrolling? I'm writing some script code, and one of the things I want to do is stop a patrol. I just can't see how to do it. I tried removing all of the path_ entities, but that just crashed DM. What am I missing?
  2. Yes, that would work. The problem is, what if the player extinguished the candle before the script moved it? Spawning a new one will relight it. I can't tell if there are script calls to determine if a light is extinguished (in which case I could spawn it either lit or extinguished).
  3. (the previous post was me too). I'm trying to move a light using a script call (e.g., $myLight.setOrigin(newLocation)). Works fine for most lights, but for candles in holders (for example, atdm:moveable_holder_round_plus_candle) it moves the holder, but not the candle itself. Probably something to do with the fact that atdm:moveable_holder_round_plus_candle entity has a "def_attach" of the candle itself (atdm:moveable_candle_default) - the def_attach'ed candle is what isn't getting moved by the setOrigin call. Has anyone run into this before? Any ideas?
  4. Oh wait, "0" in lock_pins actually means "10", which is the maximum. Try using "1" - that's the real minimum (1+5). It's a lot faster than "0"
  5. I'm not an expert, but looking at the code, I think 0 is the best you can do. As you mentioned, +5 gets added. There is a setting to override the +5, in darkmod.cfg seta tdm_lp_base_count "5" But in the code, if this value is less than 5, it looks like it gets set to 5. So, at least by my reading of the code, setting it less than 5 doesn't do anything. But you can try it and see if it works.
  6. I'm trying to make an Objective of having the player put an object in a certain location. I've been banging my head against the wall for 3 hours on this, I just can't get it to work. I followed these instructions, and I also looked at several other FMs. For the life of me I can't figure out what I'm not doing right. I've got an entity with "objective_ent" "1", and a nice big info_tdm_objective_location, and the Objectives set up just the way the documentation says. But when I put the object in the location, nothing happens (the objective is not met). Has anybody run into any 'gotchas' trying to get this to work?
  7. Thanks for the reminder. Done: http://bugs.thedarkmod.com/view.php?id=5037
  8. Not sure where to best to post this, but here's a recent experience with dmap causing a crash. I was working on a map, and all of a sudden, dmap started crashing (TDM vaporized, no error dialog or anything). I turned on qconsole.log (seta logFile "2" in darkmod.cfg), and the last entry in the qconsole.log was: [store AAS] This made me think it had something to do with pathfinding/AAS. Luckily I had a backup version of my map from a few hours earlier. I compared the two, and one of the big changes in the 'bad' map was that I added a bunch of Monster Clips (which of course affects AAS). Though a tedious process of elimination, I determined that one specific Monster Clip was causing the crash. I have no idea why; it was more-or-less identical to several others in the same area (each surrounding a bench in row of benches). I remembered reading something about this, so I made the brush one unit larger in each direction, and the crash went away. Go figure. Anyway, just thought I put this out there for future searching.
  9. I'm doing something similar in my mission. What I found is that you have to create a new particle definition. Let's say you want to make a green candle flame (based on light_candleflame). First, in your custom def file, define: entitydef light_candleflame_green{"inherit" "light_candleflame" "model_lit" "tdm_fire_candle_glare_green.prt""_color" "0.10 0.8 0.1"} _color will make the light that is cast green. The "model_lit" is the key to making the flame itself a different color. It needs to point to a new particle definition (the default is "tdm_fire_candle_glare.prt", which is yellow-orange). You can use the Particle Editor in DR (Entity > Particle Editor) to clone tdm_fire_candle_glare to tdm_fire_candle_glare_green (you'll need to create a custom .prt file). Then you can modify each of the Stages of the new particle (the Shader tab lets you mess with the color). You probably want to Toggle Visibility of the stages to see each one individually. Hope this helps.
  10. I love this mission! Great use of horizontal and vertical spaces. Nice city layout. A seemingly never-ending set of optional objectives to find and complete. When I grow up, I want to be able build a mission like this. Thank you Bienie!
  11. I don't know what's causing this. In similar situations, when I'm desperate, what I usually do is search all of the mission text files for the string in question. For example, use Textpad, Find in Files feature, search for "map", include subfolders, files with these extensions: *.vfp *.skin *.map *.pfb *.mtr *.def *.script *.gui *.xd. You'll get a bunch of hits but maybe one will explain what is going on?
  12. One idea: open your <mission>.map file in a text editor (e.g., notepad). Search for "atdm:map_of" and see if there is more than one entity of that type. That will at least confirm that there is only one map_of entity.
  13. re: the lute issue. I just did a few tests, and it looks like removing a speaker doesn't work - the sound keeps playing. I made a trigger_once that called a script, and the script called $myspeaker.remove(). Just like you noticed, that didn't work. The workaround I came up with was to just move the speaker to a far away 'blue room' (inaccessible to the player) using $myspeaker.setOrigin(). That effectively silences the speaker.
  14. Is there a script call to determine whether the player has a certain object in his inventory? Specifically, there are two objects involved. Player has Object1 in inventory, and they Use it. Object1 has a custom scriptobject defined, and the inventoryUse() method is called. All of that works fine. But within that method, I want to determine whether the player has Object2 in his inventory. I looked through the script reference, but so far I'm not seeing it.
  15. I'm getting some weird shadow things. Here is a video: If I change the light to a simple ambient light, the shadows go away. I don't see any stray brush or entity that might be causing this, and also the way that it moves as the player walks is interesting. Does this look familiar to anyone?
  16. I'm no expert, but here's an idea, if you can't figure out a better solution. Create a separate NPC for each trigger_once (identical NPCs, but separate entities). Each NPC uses a unique patrol. Each trigger script kills off the other NPCs. That way you get a unique path depending on the trigger_once. Kludgy, but if you can't come up with a better way...
  17. Can you send a screen grab or even better a video clip of the behavior? Maybe it will ring a bell for someone. Also, a question for the experts - is there a way of installing an old version of TDM? I ask because raymeld said that the problem occurred when he upgraded TDM. Maybe he could go back to an older version. Or is that a real bad idea?
  18. One of these days when I’m bored I’ll take a look at the code and see if I can find the problem.
  19. I'm trying to understand pulsing/flickering light textures. I found this thread: http://forums.thedarkmod.com/topic/19577-electrically-flickering-windows/?p=425559. Springheel wrote: I understand the part about tables (I'm going to create my own table to get the pulse I want). But I'm puzzled what this means: "the length of time each number occupies depends on the speed you set using the "time" formula". How does this work? Jeff
  20. I just ran into the problem discussed in this older thread: http://forums.thedarkmod.com/topic/18562-dr-unhandled-exception/ I checked darkradiant.log and it said: 2019-03-13 14:19:54 (13600) XMLRegistry: Importing XML file: C:/Users/user/AppData/Roaming/DarkRadiant/filters.xml2019-03-13 14:19:54 (13600) Unhandled Exception: Unable to load file: C:/Users/user/AppData/Roaming/DarkRadiant/filters.xml I looked at filter.xml and it was an empty document (well, a bunch of spaces). I deleted it and then DR started up fine. So all is well. Attached is the bad 'filters.xml' file, if anyone is interested. Seems like a pretty minor bug. filters.xml
  21. Great mission! I accomplished the main objective right away, but the loot and optional objectives kept me busy. Good street environment around the bar. Good stories within it. Thanks!
  22. Thanks. The brushes do intersect - the horizontal and vertical rods are single pieces that run into each other. Because they are turned 90 degrees (diamond shaped) there isn't any z-fighting - I thought that was good enough. Rather than redo the whole thing I did the following, per your suggestion: turned the selected brushed into a func_static, used 'v' to move the origin, exported it as a model, loaded the model and changed it to a atdm:mover_door. Looks and works great now. Thanks again.
  23. I'm seeing some weird artifacts when creating a door from multi-brushes. I'm trying to create a grate the opens. I made it from several brushes. Selected all of the brushes, Create Entity, atdm:mover_door. It looks fine in DM. Then, I press 'v' to enter vertex editing mode. I move the origin to the side, so that the grate rotates correctly. After making this change, and no other changes, now I see artifacts in game: These only show up after I move the origin of the door. Any ideas?
  24. Bienie, Thanks for the comments, I'm glad you liked the mission. As for
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