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grodenglaive last won the day on March 25
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Wow, how did I miss this? Congratulations on the release!
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Allow broadhead arrows to break glass lamps
grodenglaive replied to MirceaKitsune's topic in The Dark Mod
Adding a switch breaks it. It would require a workaround since the switch acts like a trigger, similar to the arrow. Interestingly If you turn it off and on again the bulb shatters, but the light also comes on. -
Allow broadhead arrows to break glass lamps
grodenglaive replied to MirceaKitsune's topic in The Dark Mod
Thanks. No scripts were harmed in the making of this. It's pretty simple to do because of the broken and brake spawn args. 1. It does distinguish, but I don't even know why It must be a property inherent in the glass material. 2. Good question, I'll have to get back to you. 3. I don't know how to use skins. OK, I tested it on a stock model. That doesn't work. If you use the same model for "broken", but just change the skin in the properties, it also applies the skin to the unbroken model (and vice versa). Oh, I just discovered you don't even need to put a stim/response on the arrow. It automatically breaks glass when you add the break and broken spawn arg on the object (you still need to make a broken model of course). Isn't that handy? -
Allow broadhead arrows to break glass lamps
grodenglaive replied to MirceaKitsune's topic in The Dark Mod
Well, it's over fast enough it's hard to see and the Youtube compression probably loses a lot of the detail. -
Allow broadhead arrows to break glass lamps
grodenglaive replied to MirceaKitsune's topic in The Dark Mod
No, it's a TDM asset called sparks. -
Allow broadhead arrows to break glass lamps
grodenglaive replied to MirceaKitsune's topic in The Dark Mod
TDM conveniently has a spawn_arg to add sound effects when an item breaks (snd_broken), but this causes the game to crash unfortunately, so I had to add the sound separately. -
Allow broadhead arrows to break glass lamps
grodenglaive replied to MirceaKitsune's topic in The Dark Mod
Here's one I made just using spawn_args and a couple effects on a custom streetlamp. The arrow has a S/R set to trigger the lamp. [EDIT]: S/R is not required, the arrow will inherently break a glass object that has the break and broken spawn args. -
Allow broadhead arrows to break glass lamps
grodenglaive replied to MirceaKitsune's topic in The Dark Mod
I think it's a good idea if done that way - a new light asset that mappers can use. Seems to lend itself especially well to streetlamps. Could be fun to use. I might try to make one using stims, just for schitzengiggles. -
press J to bring up the Entity List Window (or you can find it in the Window tab). There's no search box until you start typing.
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grodenglaive started following Beta Testing: Hidden Hands - Blood & Metal (campaign)
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Beta Testing: Hidden Hands - Blood & Metal (campaign)
grodenglaive replied to JackFarmer's topic in Fan Missions
I'd be happy to test! -
Exterior Leakage Woes
grodenglaive replied to Uncertain Title's topic in DarkRadiant Feedback and Development
One other thing: if you have any entities with their origin outside your sealed geometry, that will also show up as a leak even if your worldspawn geometry itself has no leaks. I think in those cases the pointfile will not show a red line. (edit) you still get a red line. -
Fan Mission: The Spider and the Finch, by grodenglaive
grodenglaive replied to grodenglaive's topic in Fan Missions
I don't think I'll be making any more changes, I'm working on the next mission -
Fan Mission: The Spider and the Finch, by grodenglaive
grodenglaive replied to grodenglaive's topic in Fan Missions
Thanks Skaruts! I don't really like auto-door close either, but I put that on the exterior doors for performance reasons (to close vis-portals). "stop_when_blocked 0" is a great idea for drawers; I didn't know about that. Random head turning looks easy to turn off. I have always found that annoying too. I would probably save it for select guards, or maybe just have it enabled when they are on alert. Yeah, the "ShouldBeClosed" door property seemed like a good idea, but can be troublesome as it's noticed by all the AI and not just the room guard. -
Fan Mission: The Spider and the Finch, by grodenglaive
grodenglaive replied to grodenglaive's topic in Fan Missions
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Fan Mission: The Spider and the Finch, by grodenglaive
grodenglaive replied to grodenglaive's topic in Fan Missions
Sorry for the late reply, I missed the notification somehow. Did you try moving around on the riverbank near the boat? Maybe it's possible to miss the end-mission trigger.