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grodenglaive

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Everything posted by grodenglaive

  1. Wow, how did I miss this? Congratulations on the release!
  2. 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.
  3. 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?
  4. Well, it's over fast enough it's hard to see and the Youtube compression probably loses a lot of the detail.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. I don't think I'll be making any more changes, I'm working on the next mission
  11. 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.
  12. 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.
  13. Congratulations on your first mission!
  14. and working for me as well. beta212-04
  15. I had to do a similar thing for the antivenom in The Spider and the Finch. I can get you half way there at least. For the inventory item use an atdm:moveable_custom_item. To use it only on certain objects is tricky. I couldn't figure out how to do that directly, so I used a script to check if you were within range of the object's location when you use the item. This would be pretty clunky for multiple objects though and maybe not precisely what you want. Hopefully someone will chime in with a better method.
  16. Never mind, I was being stupid. The thunder sound effect still works but the lightning flash does not appear Back to the drawing board I guess.
  17. @JackFarmer I just double checked - the lightning still works for me. Did you copy the entire lights.mtr and just insert "ai_see 0" under lights/biground1? btw, to test it I just used a func_fx for the lightning entity that the player triggers.
  18. I think this is subjective, but after "The Jaws of Darkness" I have to agree.
  19. I just think of the ai_see property as " affects_light_gem"
  20. I haven't played any Thief mods before or even looked at the game since probably 2000. Going back to the old Thief graphics was a bit of a turnoff at first, but the gameplay more than makes up for it. Wow, this mod is massive. I'm over 20 hours in and just started The Jaws of Darkness (mission 8 of 10). Really enjoyable so far, great maps. It can get pretty intense at times, but in a good way. I ran into a couple of frustrating places where I couldn't find the objective and resorted to google (that sprawling mansion early on was easy to get lost in). Overall, very fun though.
  21. also @HMart who suggested moving outside the 2nd bracket, which I would not have thought to try.
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