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Jesps

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Posts posted by Jesps

  1. With my simpleton brain hurting so. Help will be appreciated :wacko:

     

    Obsttorte suggested a script:

     

    void checkForScepter()

    {

    if ($player1.heldEntity() == $scepter)

    {

    sys.trigger($teleporter);

    }

    }

     

    You could try adding

    print("some message")

    and see, in the console, if the function is even called correctly

     

    void checkForScepter(){
     print("checkForScepter running");
     if ($player1.heldEntity() == $scepter){
    print("player is holding scepter");
    sys.trigger($teleporter);
     }
    }
    

  2. I've got a major bug to report, I'm having a nearly total input failure. None of the GUI/HUD buttons work once the game is started. I've tried clicking all of them with the mouse cursor, no response. I've tried starting the FM in all 3 difficulty levels. Not sure what to do... the mouse sensitivity function does work, i need to reset it every time I quit. Nothing else in the game works.

     

    *note: The back-room mechanisms for the game are steampunk as hell!!! Total awesome!

     

    Do the buttons light up when you hover the mouse over them/click them? Or is it "just" the functionality? I'm not really sure what it could be, if you have a save game I could try that.

  3. When I trigger a sound with a map script two times quickly after each other using 'sys.trigger(speaker_entity)' it starts the sound, then (when it is triggered the second time) turns it off again, before the sound is done playing.

    Is there any way of playing the sound completely? Either play twice 'on top' of each other, or simply ignore the trigger if the speaker is playing?

  4. I tried to make a testmap regarding http://forums.thedar...post__p__276059 but I can't reopen it in Dark Radiant after the first test again. Parsing error! What is this?

    Rename it to keybelt.map to work.

     

    Open the map in a text editor

    Under both entity 4 and entity 11 change

    "set inv_name on door_key" ""Door Key""

    to

    "set inv_name on door_key" "Door Key"

    without the double quotes

     

    edit: too late

  5. I dont know what it is, but theese shoots all have a very "'Alive Feel".

    Weekend in bridgeport, the nobility/middle class host private parties etc.

     

    My thoughts exactely. They look like an actually living city.

     

    The following shot is from the map I am building for the alternative gameplay contest. Where the wooden structure in the middle plays an important role...

    post-2221-0-08722900-1360423902_thumb.jpg

     

    Still wip, I might cut down on the size of those rafters.

    • Like 1
  6. I have not been able to find a way of adding a hud to a camera. :mellow:

    However, it seems map scripts can alter cvars. The cvar 'sensitivity' is the mouse sensitivity, by setting that to zero the player's view can be locked (and of course resetting it when done). Maybe not the most pretty solution, but it seems to work.

    Now I just need to figure out how to rotate the player's view. :)

  7. Jesps, could you achieve it by having an item in your inventory and the player would select it and press enter, which would call the script? ("Remote control button A" and "Remote control button B" inventory items)

     

    Or is it a minigame? Could it be done with a gui that is overlaid in player view, usable with the mouse? ("steampunk cannon controls: turn left, right and fire buttons.")

     

    Sounds intriguingly unusual, is this for the unusual mission contest?

     

    A gui hud was surprisingly easy to make. Thanks for the tip. Now there is just one small problem (and it's a big one)

    When I move the cursor around on my gui, the player also turns, which can be distracting since he needs to look at a specific object while playing the mini-game.

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