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(from A New Job) It was pretty simple, set the AI to seated and add these two spawn args: idle_animations_sitting idle_sit_beggar replace_anim_idle_sit idle_sit_beggar
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thanks, I thought I'd seen it somewhere
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Is there a way for an AI beggar to sit on the ground or is the chair position the only one available?
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more Thief content coming - this time a graphic novel... https://store.steampowered.com/news/app/239160/view/678502350181105911?l=english
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How to Teleport AI with Bind/Def_Attached Props
grodenglaive replied to Jnon's topic in TDM Editors Guild
Maybe this would this do it? Seems like it would be pretty tedious if you had to do it for a bunch of AI though.. /** * Attach an entity to the AI. * Entity spawnArgs checked for attachments are: * "origin", "angles", and "joint". * These must be set prior to calling attach. **/ scriptEvent void attach( entity ent); https://wiki.thedarkmod.com/index.php?title=AI_Attachment_Ingame_Editing Alternatively, it might be simpler to have the AI already in position, but hidden at map start ( $AIGuard.hide(); ). Then show them when needed and trigger them to start their path. (edit) .hide() doesn't seem to work fort AI. You'd need to add a path_hide node to their route and path_waitfortrigger then path_show (edit again) actually path_hide / path_show and $AI.hide() / $AI.show() both work, but it depends on the AI type! -
How to Teleport AI with Bind/Def_Attached Props
grodenglaive replied to Jnon's topic in TDM Editors Guild
I bet that is the problem -
What do I think happened at the end?
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I read the whole thing during a couple afternoons on a sunny patio. I've never read a screenplay before and it's not really my genre (it turned out it was in the end), but the story drew me in and kept my attention (which is a feat in its own). I quite enjoyed it. I don't have any constructive criticism, but I think it could make a good short film or episode - something that's original and not the usual Hollywood slop.
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Ironically, my ambient light stopped functioning properly today! I had added a script to flicker a lamp that is triggered (via call_on_entry) from the same info_location that also has the ambient_light spawnarg. This somehow broke it. When I disable the flicker script, the ambient lighting again works as it should. Not sure if this is any help to you, but it was definitely unexpected.
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I'm using the ambient_light spawnarg in many locations in my current project and it's definitely working. Does your ambient_world light reach the area you're testing? I haven't messed with the ambient_dynamic_light modifier though. It sounds from the description that it's a more subtle effect.
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Interestingly, I was lying awake in bed last night staring up at the ceiling and noticed that the glass dome light actually did look pretty black, so maybe the original material isn't incorrect. It didn't look right to me in game though, maybe because there is more ambient light.
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not with my eyesight
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Here's one that I occasionally notice. The unlit lamp glass texture seen in atdm:sphere_brass_ceiling and other lamps. The material is bc_lampglass_unlit. It just looks black. I updated it for my mission by adding this replacement in my material folder. It just uses the same texture. bc_lampglass_unlit { glass noselfshadow //qer_editorimage models/darkmod/props/textures/bc_lampglass3nc_ed { blend diffusemap map models/darkmod/props/textures/bc_lampglass3nc_new red 0.8 green 0.8 blue 0.9 } }
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Thanks, that could be fun to play with. I had initially looked at the shader, but didn't know how it worked and couldn't find any documentation.
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awesome that should do it, thanks!