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Nielsen74

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Everything posted by Nielsen74

  1. ok I´v tryde again and this time it looks like the email got throug (the uploadthingy is still broken) so we will hav to see if Jason get´s back too me or the update just apperes on thiefmissions.com I´l hav to keep an eye on the email account and thiefmissions.com to see and then I´l lad you know
  2. I for one would hate to see this becomming at TDM standard as it breaks some of the imirsion for my and I don´t whan´t use it
  3. Excellent all the way nice going there grayman I had the front bug too
  4. use layers! then you can assign the driffrent area´s (worldspawn, entitys e.c.t) to diffrent layers and turn off the ones you don´t work in!
  5. @stumpy yes I could if it´s only a 2 storey elevator, but 3 or more then the problem is that if the player travels from 1 th to say 4 th the 2 and 3 floor would be triggert (doors open to the empty elevator shaft) and now the player is going from 4 th to 3 th and the doors would trigger shut at arrival! that´s what I would call broken
  6. It´s sort of what I want!!! but one that both react to the player AND things from the surroundings like a barrel, as the scenario is that the player finds the pressure plate by stepping on it and a secret door opens but when the player gos for the door it closes as he steps of it, near by is some barrels and other stuff (or even just a boulder/big brick) that the player can put on the plate to keep the door open!
  7. how would I setup a pressur plate, a trigger that triggers when the player steps on it?
  8. you just creat a folder namede screenshots in your darkmod folder, it should the save any screenshots in there!
  9. just use the scroll´s in Entity-Moveables-Readables as that´s just moveable object´s that can´t be read!
  10. S&R stim & respons giv the scroll a trigger stim make a brush box where you want the player to drop the scroll make it a func_static giv it the nodraw texture giv the box a respons with a argument to trigger a atdm:target_setobjective_state to set your objectiv to compleat (you can also giv the box a trigger that sets the scroll to unfrobable so the player can´t pick it up again)
  11. @Fidcal humm you maby right fid! but scripting will come in handy for me for other maps as well that I´l try to make in the futur and this migth be the right thing to keep me motivatede to learn scripting! @rich_is_bored I´l hav a look! thanks!
  12. the problem with doing in by S&R is (as fare as I can see) that it can be brok too easy! the S&R map I hav is not even 50% working so I´l drop that as it would be alot better doing it by script! now if I only somehow can get my head around this script thing And again I ask is there a tut anywhere for; dum newbies with out any codeing experience introduction to scripting I´v read the tut in the wiki by Fidcal but as with a lot of other tut´s for scripting it makes the assumption that I hav at least a basik knowledge and I don´t
  13. I´v fiddelt around with the setup you postede and it kind of works but is easy to break I think this kind of elevator setup needs a script to work with out breaking! Is there a way a script can cheak what floor the elevator is on? Is there a way a script can cheak the staet of a door (0=closede, 1=open)? And is there a tut any where for; dum newbies with out any codeing experience introduction to scripting
  14. Yer you try swallowing 20´ of rope
  15. I´m looking in to S&R to toggel the door´s completely and to toggel the atdm:target_set_frobable when the elevator arrives to the floor it´s travling to, but this allso has it´s limits ATM for me
  16. the problem is that the atdm:target_set_frobable over the buttons don´t react to start_frobable 1 so at the moment the buttons start out unfrobable and the Elevator buttons are linkde to the doors to close them but that don´t seem to work, doors don´t open or close (you can hear them being aktivatede but very littel happens) right now the door oppening don´t work as that I wand´t to setup with s&r
  17. that´l bee grate (and maby a hight map to that texture so the strings seems to be round and the tuningpegs to stik out a bit just to throw in a spanner )
  18. Jumping in on the elevator-door-opening-closeing supject! I´v made a test map where I´v tryde to set this up, but for the life of me I can´t get it to work So her´s the setup that I´d like to happen Player/AI press the call button next to unfrobable elevator doors (doors keeping people from falling in the elevator shaft when the elevator is not there)! On the floor where the elevator currently is this happens; 1. Buttons become unfrobable 2. Elevator doors (and doors keeping people from falling in the elevator shaft on this floor) closes, 3. Elevator starts travling to the floor it´s callede to! When it arrives to the floor where the player/AI is the elevator stops and the door´s open, buttons become frobable! In the Elevator; The player/AI in the elevator press the button of what floor they want to go to. 1. Buttons become unfrobable 2. Elevator door´s close 3. Elevator starts travling! With this setup the Player/AI can´t change the floor they wanner go to as long as the elevator is still travling! that´s ok by me, but I can see situations where the player would want to do so! Any help? Test map file attachede, just rename to .map Ele2.txt
  19. so still no taker´s on a texture makeing job? I still need a strings texture
  20. Look´s taffing good but the texturering need´s a "bit" of work That would be so taffing cool (mission objectiv: print 10 copy´s of lord whatnot´s leatter to lady whatahore and drop them all over the manor house) Your wellcome
  21. @Baddcog You welcomme to pick in too Too Late to se how I dit it in that
  22. so what is the limit for event´s and what dos "event" cover? right now I hav 32 lit candles that´s 32 flames 93 Un lit candles that´s 93 flames 26 oil lamp lit that´s 26 2 oil lamp wall haging lit that´s 2 flames 2 oil lamp wall lit that´s 2 flames 4 torch wall lit that´s 4 flames and 4 smoke collums so that´s 163 spawnenings And 10 guard´s so that´s 10 heads and 10 swords spawned and a additional 8 Commener/nobleman so that´s 8 heads more spawned plus 1 armed nobleman for 1 head and 1 dagger, so that´s 30 weapons/heads total spawned in all for flames and AI that´s 193 "things" spawned there´s also 13 emitter´s for smoke/steam/water effects and I think I only about 70/75 % don with AI/object placement
  23. I for one would love to see 1-2 female cityguards as well but well all in god time and I cant wait to put these to work in a mission, NICE WORK
  24. as fare as I can see it´s "just" the shadow that needs a bit of work as it´s ovenly the post that cast a shadow and not the lamps them self! But other then that I think it looks brilliant too
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