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Nico A.

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Everything posted by Nico A.

  1. Thanks, I will. I was looking for another map that has done this. Okay, now I'm wondering if a random AI bloke ( ) isn't capable of walking on terrain, that is only A LITTLE BIT bumpy from a 2D patch. The vertex elevations are not that huge. Maybe I'd also consider putting an invisible nice flat brush between the AI's feet and the terrain, that is only solid for the AI but not for the player. Because the player can walk just fine over the bumpy terrain. What can I do to make the AI walk? He doesn't even follow his patrol route. Could it have something to do with monster_clip? I don't understand this concept entirely. edit: Now after adding some water (that lurks out of the elevations, forming puddles) that man walks just fine. Maybe it is just not reliable enough.
  2. Me too has another question: How to do a cool directed moonlight inside a building through some kind of opening (e.g., a window)? Maybe also with some dust particles in it? Couldn't find it in the wiki upon quick scanning...
  3. Well I can't find the cabinets anyway...
  4. I can grab a key through brushes, even though the material is solid (in this case, metal). wth? Is there some way to prohibit this?
  5. Thanks for the material... looks promising, will take a look into that too. It's a terribly slow process with me Is there a possibility to change something frobable only as long as the frob key is pressed? I mean, normally you just click a short time and then something happens. What I want is that for something particular to happen, the frob key must remain pressed. Is that possible? Just wondering. edit: It comes to my mind that lockpicking works that way (frob key continuously pressed). So it must work somehow also for other events.
  6. I'd be totally interested in making some quality and easy to understand tutorials of DarkRadiant (and yes, I'm quite aware of the amount of work of this), but first I myself need a glimpse at how it works. But is there a general method/algorithm for mapmakers to achieve something like "when event A happens, the world changes in way B"? * when I frob this, that door closes? * when I hurt myself, that guard starts to laugh? * when water touches that wall, a crystal appears there? * when I finished reading that scroll, the player changes position? * when I reach this place, a horse will appear next to me? * when I kill this rat, that speaker will be silent? * ... ? Is there a general framework that achieves things like this? And how does it work?
  7. If I understand it correctly, I should first create a Stim when my AI is killed? How does that work?
  8. Hm... of all the response types only "Frob" seems to work. When I kill an AI and select "Death" as response type and then a response effect something should happen right? Or am I doing it wrong?
  9. I find this text far more informative than the wiki one about S/R. And it works!! Thanks a lot! Now (a small) problem is that I want the rat to stay put as soon as it reaches its target. I guess I need to "set spawnarg" of the rat, namely "patrol" to "0", when the target is reached. I tried selecting the path corner, create a "Target Reached" response, which sets the spawnarg of the rat "patrol" to "0". But the rat still moves when it reaches the target... is there another way? Also I can't get the squeaking right. I think it would be easiest to set up a speaker near the rat, which gets deactivated once the rat dies or starts to patrol. Can I control this somehow? The "set spawnarg" response for the speaker, "volume" to "-60", doesn't seem to work. edit: Even the Response Effect "Remove" doesn't work. But then it says in the box "Remove entity ... from the game" and a speaker is not an entity I guess... but how can I deactivate it then? edit2: Now I put the sound shader directly on the rat (spawnarg s_shader) with looping (spawnarg s_looping) and tried to use the Response Effect "Set Spawnarg" for the s_shader to "silence" and s_looping to "0", but then upon killing, the rat loops its dying sound...
  10. Yes, I mean the "talks" spawnarg. Actually in my mission I'm talking about a rat. It should make squeaky sounds all the time, but it stays silent. So I set "talks" to 1. Yet it doesn't do it right. I also tried "s_shader". It would be great to know how to * choose the sound shader for "talks" * let the rat be quiet in case the player chooses to kill it. (So I guess a speaker wouldn't be a good option here.) I couldn't manage to do that.
  11. I thought about the stim-response system... but I don't understand the wiki page at all. (It seems to me it's not complete and at least lacks a section about how to set up responses.) For example, Where do I find the script folder? Found it nowhere inside the darkmod folder. Which entity? The one carrying the stim (like in the above example, the loot) or the response (the animal)? So my plan is: make the AI (here it's a human, but should be the same thing I guess) take a path as soon as I grab the loot. As in the pictures, I go forth selecting the loot (for the stim), open the stim-response menu... and then I'm lost. Probably "Type" is "frob", but who would know? And what with all the stuff on the right side? I'm sorry to be a pain in the ass, but could someone give me a walkthrough how to make this example work? I'm quite desperate-
  12. Because I'm too stupid to think straightforward. Thanks! I have another one. Is there a simple algorithmic way to achieve this: when I frob something (like loot, for example), another entity should change its state somehow (like an animal starting a patrol). Also, I'd like to have an animal that continuously "talks", but not anymore after it dies. s_looping doesn't seem to work, as it keeps going when it dies. Is there a way to change the sound shader of "talks"?
  13. I want a door to be automatically open. I tried auto_open_time, since it's not near the player's starting position, but that gives me two problems: * When I close it, it opens again after the specified time. * When I put frobable to 0 (not preferred anyway - I want to be able to close it) somehow there seems to be something blocking my path near the door. Is there a possibility to make auto_open_time activate just once?
  14. Another thing comes to mind for DarkRadiant (I have no clue if this would be doable): autocomplete while typing a spawnarg.
  15. Which player movement should feel like turning the thief's head? When I move the mouse I don't imagine he/she turns the head. If I move the mouse a certain angle and press forward, I walk in this direction. So mouse movement feels more like whole body turning to me. @VanishedOne: How did I deserve this honor?
  16. I was rather not so much thinking about an icon rather than an actual body (part) of the unconscious body that actually hangs in front of you. This would at least reduce the need to create an extra 2D image for every AI anew. Anyway, thanks a lot for the detailed replies, everyone! Glad to know that the campaign mode is already in place, hehe.
  17. Some things I'm repeatedly thinking about... - louder scream when you're dying - NPC animations for opening doors that actually include touching the door handle - more fitting menu style (not such warm colors) - nicer depiction of body carrying (like seeing the body over your shoulder as in the first thief games), possibly also with an animation leading to it - campaign preceeded by an own training mission that fits the story line (see TDP) - campaign mode without having to start each new mission manually - campaign mode, where the gold you found in the previous mission determines how much you can spend for equipment for the next mission - higher player visibility when standing in front of a bright texture (like snow) than a dark one
  18. No, it changes to black (as it should I guess). Maybe that was the problem. I always looked at the gray value and it didn't seem to change... Thanks!
  19. When I'm in the entity tab of an entity and try to change a variable (e.g. snd_open for a door), it often happens that it doesn't change the property even after hitting the green checkmark. Is this also the case for you? Is there anything to be done about it?
  20. Ah! Thank you. Somehow the middle point of several objects reappeared far out in the void when I copied a room.
  21. Thanks! This worked. I now get a red line. Sadly it's in empty space, rather short and I don't see anything where it points to...
  22. This gives me what kinda reminds me of coordinates: edit: After deleting the file, it shows me the red line in DarkRadiant. Sadly I have no idea where it points to... x(
  23. While dmapping, I get a leak error but in DarkRadiant, I don't see any red line after clicking point file. I already tried shutting down both TDM and DarkRadiant. Does anyone have a quick idea what could be the reason?
  24. I don't think that's necessary. Name, Size and Update should suffice What do the others think? If that's possible, that'd be great. You don't have to click "Select For Download" each time after selecting a mission. And then there's room for the full mission name... or a sneak peek of the mission details.
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