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Sotha

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Everything posted by Sotha

  1. That is probably the easiest: either make a normal door (AI ok) or trap door (AI cannot use). Now that I gave it more thought, here is how it might be really easy to do. You know, if you really really really need a slanted door like that. 1) Make your door model in DR. Build it straight like a normal door. Place the door origin into the correct position (ultra-important as the door rotates around the origin.) I think there was a bug in the ase exporter that when exporting, you must choose an option which prevents the ase exporter placing the origin in the middle of the model. IIRC the MAP origin must touch the resired MODEL origin when exporting. 2) export the door as .ase model 3) import the door model. Check that the door model origin ended up in the right position. 4) place your door. Now, when you rotate the MODEL door, the origin will rotate with it. This does not happen wih normal DR built stuff. This is why we exported the door into a model. 5) check which one of the rotation axes the door should rotate around. 6) make the door model func_static into a tdm_mover_door_rotating (or whatever the class name was.) 7) give it rotate spawnarg where you make it rotate around the axis you checked in phase 5. Red is z, blue is y, green is x (IIRC). 8) ready Do note that I've not tested this. But it might work. Still, the problem is that the AI probably cannot use it, which is usually poor design. You want the AI to follow the AI as well as they can.
  2. I would avoid making doors like that at all costs. They are a lot of trouble to make, are problematic for the AI and do not give much extra benefit. If I were you, I would simply make an open ramp chute which ends in a normal upright door. Like the cellar access in Protecting the Flock, near the player start.
  3. I get this ultra "Invitation to a party" -vibe from that scene:
  4. I think as follow: The TDM core should be conservative and well planned. "Purists" like grayman and springheel have facilitated it and been instrumental to the success of TDM. If we did not have gate keepers to keep the mod pure of bloat and feature creep, I personally believe TDM would have failed long ago. All arguments of breaking missions or feature creep are rational, and it is better to err on the discretion side, rather than foolishly add something and break something. But that is not the limit. While the core is pure and safe, the mappers can fool around and implement experimental features, pushing the limits of gameplay. The is the TDM "laboratory." The features might be cool for that one mission, but bothersome if omnipresent in the whole experience. Not everything should be added to the core. So instead of asking others to implement a feature, why not learn to do stuff and impress the community with a new FM with some kickass new features. If you really love TDM why not jump aboard and start creating?
  5. If the S&R is acting strange on your DR version, here is the entity inspector for my setup: http://imgur.com/a/6x7w2
  6. I got so interested that I had to test myself. I set it up as I mentioned. When the AI is alive, frobbing him switches a light on and off as it should When I KO the guy, the light can be switched by frobbing the KO's AI ragdoll. Good times, the S&R can be used to implement the feature you need. Whoo!
  7. 1) choose AI 2) Entity -> Stim/response editor 3) response tab 4) from the drop down menu choose Frob 5) right click response effects box on the right 6) add new effect 7) double click the newly added effect 8) effect: trigger (choose from drop down menu) 9) Target (name of your trigger_once) Now if the AI (when he is alive) has "frobable 1", you should give him the frob effect and thus activate the response effect trigger, which triggers the entity you named in the "target" section. This *will* work, I did it in Transaction, when the player needs to frob (not Trump style) the tortured girl to give her the go-ahead to run to safety. As said earlier, I am not sure if the Stim/Response setup is forwarded to the ragdoll, if the AI is knocked down. Please test. It would be useful to know if it is forwarded to the ragdoll or not. If it is NOT forwarded to the ragdoll, this S&R approach will not work and some other, more complicated setup is needed, which goes beyond my level of expertise. Sorry about that.
  8. Oh, you would add the frob trigger to live AI. I do not know if the S&R is moved from a live AI to KOd AI body. If you need to have for all AI, yes, all AI should have the S&R frob trigger. Since the frob trigger triggers a trigger_once, the desired effect only once. Clarification 1) frob AI -> trigger_once -> your desired effect 2) frob AI -> trigger_once (was already fired) -> nothing happens.
  9. I'd like to trigger a hint the first time a player frobs an unconscious body. Add response frob on body. This triggers a trigger_once that triggers whatever you want. No idea about look-triggering, sorry.
  10. What ERH+ said, and you also use S&R system to remove the trigger_multi when the player moves away from the area.
  11. Hm.. Obst, if you manage to get the AI to identify weapons lying on the ground, pick them up and wield them, that would enable various other kind of behaviors. Pick up candle the candle the player toppled from the floor, light it, and put it in the original position. Or When agitated and searching, pick up nearby candle and use it while searching. When relaxed, put candle back. Animations can always def_attach items on AI, but how to delete the corresponding item from the floor?
  12. For my immersion, when AI goes to sleep, it would not help if the AI removed his weapon, but does not remove his armor, headgear, and shoes. Therefore, perhaps a logical and feasable (but not easy) way to do this would be to make an AI wardrobe/ privacy screen. The AI goes in there, player does not see in it, the AI plays a general swap gear anim (like hitman games). Then the armored, armed AI is swapped for unarmored, armless AI. You could use this "clothing booth" the other way around, too. Unarmed unarmored civilian flees inside it, swappety-swap, out comes an armored AI, armed to the teeth. With scripting you can do a lot. You do not even need to copy the alerted unarmed AI alert state. Just teleport in an armed AI whi already has the sword in hand.
  13. I would probably do it like this: 1) AI runs to flee point 2) flee point has a trigger_once_entityname, which notices the fleeing AI. 3) the trigger runs a script that deletes the fleeing AI 4) the script spawns in a new, armed version of the AI. 5) the new, armed AI goes on patrol. I dunno what extra would all this work give to gameplay, though.
  14. I am not aware of one. The wiki has some basics in the Universe section http://wiki.thedarkmod.com/index.php?title=Universe
  15. Gotta also laugh at the smart phone predictive text: "grab carrot and eat it animal!" Meant animation, of course. Should just disable the darn thing.
  16. Paid closer attention to Vman's playthrough of Coercion. https://m.youtube.com/watch?v=HhYgl1iQiWU See 2.40 - 3.00. AI comes in, starts playing "grab carrot and eat it animal. " The player steals the AI'S coin purse. While holding the carrot, the AI interrupts carrot eating and starts playing "search self for stolen item" anim. The carrot stays in AI'S hand and the AI walks carrot-in-hand his remaining life. I think the AI would also fight with the carrot, because he already has an item in right hand. A rare, yet Monty Pythonesque bug.. Should it be forbidden to play "search self for stolen item" anim while the AI has items in his hands?
  17. Thanks for the kind reviews, I always appreciate the time you invest in writing them and I always read every single one. Yep, usually my missions have been quite difficult. To break the trend, I deliberately made this mission to be beginner/newbie friendly. Do you have a friend or relative who might like a sneaking experience? Recommend this newbie-friendly mission to them, perhaps we get more fans and players? Pass the word around. While candy is given to beginners, I also hoping higher difficulties present enough challenge to be fun for veteran players as well.
  18. @Biker, here is the intro text: If someone in the community could help out and grab some screenies for Biker, I would be much obliged! Thank you!
  19. Coercion is a small FM, where a crime organization forces you to sneak into a mansion and steal precious books. Made by Sotha. The mission is warmly recommended for new players and beginners! BUILD TIME: Summer 2016 CREDITS Thanks goes to TDM team and the whole community. Goldwell and Andros is thanked for voice acting. Special thanks to betatesters: Grayman, Bikerdude, Obstorte and Crowbars82 Enjoy! Download link: https://drive.google.com/file/d/0BwR0ORZU5sraN24tZlI2MHR3c1U/view?usp=sharing
  20. Releasing Coercion tonight!

    1. Show previous comments  3 more
    2. grayman
    3. Ladro

      Ladro

      Such a brillant and beautiful mission, as usual! Congratulation and thanks!

    4. Tarhiel

      Tarhiel

      And a good mission it was :)

  21. Interesring. So, uh, how does one move around in those games? You have the goggles on and some sort of gun prop.. but then what? You moon walk in place to move forward? Sorry if I sound silly, but I don't know anything about VR games. I did try some developer version of Oculus Rift in a car simulator some years ago, but that felt like drunk driving after 50 shots of strong alcohol... I could barely see where I was going.
  22. Really amazing visuals, Dragofer! They look really realistic and lived in. Keep up the excellent work!
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