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Tr00pertj

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Everything posted by Tr00pertj

  1. I also have an issue with a sound. I have a trigger multi triggering an elevator button/switch that always sounds like the elevator button. Is the frob_action_script playing frob_button on trigger?
  2. There is a model that is not showing in game. models/darkmod/dungeon/spiked_ball_large.lwo It is a func_static class?
  3. Hi all, Was having a bit of trouble with an atdm_ai_undead_skeleton_1 AI. Does anyone know if I can make it sleep on start with sleeping = 1. I put a straw bed, The AI is facing away from said bed on the right but it's not sleeping?
  4. Hay you guys are the only people that actually help me so Bah F23t it. Think of something that someone once said to you and remember, Only you can choose what's right for you. In the "end" it doesn't matter what we say so long as what we say makes sense. Actions speak louder than words, So really it's what you do and hearing is something we do whether we want to or not. Taking a break might be a good idea thank Lux
  5. Hay I'm pissed so I can type what I want Right? hahahaha:) I don't doubt you one nanosecond Lux. PS. The shrooms are whats keeping me here so I can Hear. Oh wait what was that? hehehehehe:) Hay listen to this in the above post of mine. Just Played it on a nylon string guitar, Let me know what you y'all think yeah.
  6. Hi all, I have to put up a post here and now not because I know more or less, But because I am here now as you are, and because we hear together;. The most important part in the statement I just wrote above is "hear together". Think hard about that, I did spell here (hear) on purpose. Why you may ask? I would say, Hay, Hear is something you have, either knowledge of or understanding with because, of cause you heard it. Here is somewhere not there. It maybe somewhere close but never somewhere far. How far do we need to go? how far is too far? Here I stand and hear I here is what is heard, Here I heard that you were here and heard. I hope you heard the message I hold, but if you didn't I will always be here. My blabbering. It's inspiration we seek in the end, so why not inspire here and now? Nyalon-by-Tr00pertj.OGG.MP3
  7. just a question out of the Blue. Does the burnaway arg work?
  8. No worries Obstortte grayman posted just what I needed. I'm almost sure grayman has telepathetic abilities ( sorry grayman just joking) seems like grayman can code like the wind hay. void checkForScepter() { if ( ( $player1.getObjectiveState(1) == 1 ) && ( $player1.getObjectiveState(6) == 1 ) && ( ( $player1.getObjectiveState(2) == 1 ) || ( $player1.getObjectiveState(3) == 1 ) || ( $player1.getObjectiveState(4) == 1 ) ) ) { // the objectives have been met if ($player1.heldEntity() == $scepter) { sys.trigger($speaker_14); // play the sound sys.trigger($speaker_13); // play the sound sys.wait(2); // wait a while before teleport, so the player can hear the sound $player1.setOrigin($teleport1.getOrigin()); $player1.setAngles($teleport1.getAngles()); } } }
  9. I thought of a cinematic for my mission but the logistics alone stop me from trying. Is this a sign that your next mission will have cinema? If so I will continue waiting in anticipation.
  10. Hay grayman do you have my code WOW. Thanks Heaps & Heaps.
  11. Actually not sure. Does this code have a bracket or two wrong? if ( ( $player1.getObjectiveState(1) == 1 ) && ( $player1.getObjectiveState(6) == 1 ) && ( ( $player1.getObjectiveState(2) == 1 ) || ( $player1.getObjectiveState(3) == 1 ) || ( $player1.getObjectiveState(4) == 1 ) ) ) { ($player1.heldEntity() == $scepter) { sys.trigger($speaker_14); //play the sound sys.trigger($speaker_13); //play the sound sys.wait(2); //wait a while befor teleport, so the player can hear the sound $player1.setOrigin($teleport1.getOrigin()); $player1.setAngles($teleport1.getAngles()); } // the objectives have been met } else { // the objectives haven't been met } void checkForScepter() { }
  12. Thanks grayman, Will try this. Correct me if I'm wrong but this code should go befor the scepter call right? void checkForScepter() { if ($player1.heldEntity() == $scepter) { sys.trigger($speaker_14); //play the sound sys.trigger($speaker_13); //play the sound sys.wait(2); //wait a while befor teleport, so the player can hear the sound $player1.setOrigin($teleport1.getOrigin()); $player1.setAngles($teleport1.getAngles()); } } Oh disregard my comments in this post DOH! I now realize the method.
  13. Thanks AluminumHaste, It's my first and not very big. Hope you enjoy it.
  14. Is there a simple script I could put in before the if ($player1.heldEntity() == $scepter) entry that would first check to see if objectives 1 AND 6 AND (2 OR 3 OR 4) are complete. I thought of attaching the trigger_entityname_1 to a mover that would be an objective and only slide down into position if objectives 1 AND 6 AND (2 OR 3 OR 4) are complete. But also thought a script would do the job better as the trigger_entityname_1 would still be in the map just out of the way. How can I turn the trigger_entityname_1 ( it`s a trigger_touch) off and on? At the moment it starts on but if I turn it off the teleport doesn't happen.
  15. With my simpleton brain hurting so. Help will be appreciated Obsttorte suggested a script: void checkForScepter() { if ($player1.heldEntity() == $scepter) { sys.trigger($teleporter); } } I can't get it to work, so I think I would prefer to do this with triggers and targets and not scripts because I know nothing about scripting. I have a church and in front of the alter is a holy water pool that the player must stand in with a scepter held in the hands to teleport from. The info_player_teleport is in another place on the map. I want a pause before the teleport happens so a sound can play. I can think of 2 ways to do it but am Having trouble implementing either correctly. Any help would be greatly appreciated.
  16. Thanks Thiefette, No worries I understood it all As grayman said above it may be a TDM bug with the overlay-ed icons. The spiders in the wall/ground problem I will fix one day when I go back to it. Sorry bout that one. I did use some monsterclips But as ERH+ eludes to I should have used much more. As for the ( I could not find a church entrance anywhere in the cave) This be my fault again Should have made it clearer in the readables. I'm a beginner and solar escape1 was my first map so these are all good learning curves for me to climb. Thanks for the feed back
  17. The flowers probably could have been noclip I suppose. didn't test to see if you can still jump up to the spiked fence gap on the garden wall if they were made noclip. No problem with those models as far as I know.
  18. @ Obsttorte Let the trigger target a target_callscriptfunction entity. Set the key "call" "checkForScepter" on the latter. In your maps folder create a file called mapname.script (replace mapname by the name of your map). Insert the following code: void checkForScepter() { if ($player1.heldEntity() == $scepter) { sys.trigger($teleporter); } } Is this correct It's not working for me.
  19. I`m having a problem with an objective. I have set objective 6 not visible (unchecked the visible radio box) in edit objectives. Then I put a condition of if objective 1 in mission 1 is in state complete make objective 6 visible. The problem is objective 6 does not appear in the mission objectives page? As far as I know, What I have done should work but no doubt I forgot something again.
  20. Seconded My plan is to plan ahead how can i fail. All jokes aside, Have you started the Much Ado About Something build? I have been thinking about just what you did a lot, Fleshing out the story and making a mockup of the map and mission etc. On paper and in gimp. After my next map is in beta I intend to start the planning process for the following map. I hold out in hope to see your Wip someday, A Mid-summer Nights Thieve just sounds intriguing.
  21. Hi guy's, I'm currently working on a squeal to my first mission Solar Escape 1. Not surprisingly it will be called Solar Escape 2. What I want to do: When the player holds a scepter out in-front of them like grabbing within a trigger clip area, the player is teleported to another area. I thought about just making it happen when the player enters the clip while having the scepter in the inventory, but it sort of detracts from the story done that way. I've got a info_player_teleport where I want the player to teleport too. I have a nodraw clip at the moment from where I want the player to teleport from. But the player must hold the scepter out in-font before the teleport is triggered. Any ideas as to how I can do this? Sorry moving to newbie thread.
  22. HaHaHa LoL: fenced balcony have more "secret" entrance than room behind big portrait Thanks ERH+, I will go back to it eventually and put that chimney in as well as a few extra stuff need's doing, Ambient sounds, chimney protruding the roofs. etc.
  23. Good to here you got to play it. I hope you enjoyed the experience. Big THANKS to Bikerdude
  24. Thanks guy's, Inspired from all the old FM's for TTMA that I know you contributed, made, or inspired, I downloaded Dromed and opened it up... Then I closed it and didn't even make one box in it. It shone on me that I should start and learn with a newer editor. And so began my mapping life, I can't get enough. Sure it can be frustrating at times but with a community like this, and help just a post away, I love it. Looking forward to some new missions from you guy's I hope I gave some of you a shot in the arm to get back mapping:)
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