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grodenglaive

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Posts posted by grodenglaive

  1. On 4/5/2024 at 10:11 AM, Amadeus said:

    try giving your ai the spawnarg/value "use_aas"/"aas32"

    You were on to something with that, but TDM won't let atdm:ai_base use another class's aas file. I changed tactics and switched it to atdm:steambot_base instead (it also happens to be the only AI base that doesn't say "do not use").  Dmap auto-generates the associated aas file (aas96) so there is no warning when the player starts. More importantly, it actually still works! So my AI will now follow the player with no errors or warnings.🤪

     

  2. After editing some objectives, now I'm getting this console warning pop up any time I check the objectives in game.  I've never seen it before. Everything appears to be working though. 

    destroydelay.jpg.fc2de0c568cb5c9ebc3d67f0f2bb48e5.jpg

    I have not edited the tdm_objectives.gui file and it is intact in the tdm_gui01.pk4 folder in TDM. It references DestroyDelay here.

    onAction
        {
            set "gui::DestroyDelay" OBJECTIVES_DESTROY_DELAY;
            set "gui::CloseGUI" "1";
            set "cmd" "updateObjectives";
        }

    but I have no idea what I could have done in my fm to give it issue.

    [EDIT] I get this warning in other missions now, not just mine. I reinstalled TDM and I still get this warning. Is this a 2.12 thing?

  3. On 4/5/2024 at 9:57 AM, Gerberox said:

    What reviving? The body is not interactable.

    Hint: 

    Spoiler

    to revive Astrid you need to be close to her and use the Antivenom.

    I checked the objectives. It is possible to not read the note and also not see the body, in which case you wouldn't know she needed reviving and then you would not be able to complete the mission. I will release an update to fix that. Since you did find her though, I don't know why you didn't get an objective to revive her. I'm not able to reproduce that bug. Finding the note is set as optional, so missing that alone wont cause a fail.

  4. 12 hours ago, DeTeEff said:

    Is it possible to mute all player grunts/sounds? 

    Yes, I just figured out a way. The player sounds are located in sound/tdm_player.snd.shd and this file is zipped in the main tdm directory tdm_sound_vocals_decls01.pk4tdm_sound_vocals_decls.pk4

    If you make a sound folder in your fm folder and copy tdm_player.snd.shd into that, you can edit it for your fm and disable whatever sounds you don't want the player to make.

    For example, I tried it with the mantle grunts by commenting out the sounds (most were already disabled).

    tdm_player_mantle_pull
    {
    
        volume -5
    
        // sound/voices/player/mantle_pull01.ogg    // too much straining
        // sound/voices/player/mantle_pull02.ogg    // too much straining
        // sound/voices/player/player_mantle_2.ogg  // too much straining
        //sound/voices/player/player_mantle_3.ogg
    }
    
    tdm_player_mantle_push
    {
    
        volume -10
    
        // sound/voices/player/mantle_push01.ogg    // too much straining
        // sound/voices/player/mantle_push02.ogg    // too much straining
        //sound/voices/player/mantle_push03.ogg
    }

     

    • Thanks 1
  5. On 4/5/2024 at 10:42 AM, Amadeus said:

    WOAH! Great work!! It's kinda funny that you have to take a potion, but that could actually be an interesting thing you buy at an in-game shop. maybe to herd zombie AIs? Anyway, this is cool and I hope you share a test map please :D

    Here's the test map (I haven't fixed the warning yet😞 Test Map

     

    • Thanks 1
  6. On 4/3/2024 at 5:21 PM, thebigh said:

    Maybe a dumb question and ugly hack. But could you create an invisible, nonsolid, and inert AI, continually update its position to be on top of the player, and then have the "follower" AI follow this dummy?

    @Petike the Taffer

    Well that was challenging, but I managed to get it to work with a dummy AI (but with a warning message).

    Using hide doesn't work on the dummy, as each time it moves it un-hides. You need to use an invisible model. I used the atdm:ai_base, which surprisingly worked with these spawn args so it doesn't interfere with the player position and is inert as possible. 

    image.png.b52848f79b70351586f0a17c6cb86dd1.png

     Then you just need to trigger a follow script, e.g.:

    void follow_dummy()
    {
    	$dummy.setOrigin($player1.getOrigin());
    	$dummy.hide();    //not sure why this is needed, but it stopped working when I deleted it 
    	sys.wait(0.2);   //needed to prevent game from hanging
    	thread follow_dummy();
    }

    Alternatively, I tried to just bind the dummy to the player instead, but then the follower ai wouldn't follow me. 

     

    • Like 2
  7. On 4/3/2024 at 9:53 PM, Gerberox said:

    It's quite impressive for a first mission, especially the placement of the guards and their routes.

    The mission didn't end when I got back to the boat. I suppose because I didn't read the very first message that gives an objective, I only read it at the very end when coming back. All my visible objectives are finished. Version 2.12

    A few notes: 

    The stone gate is a silly concept. :)

    A bit more objects would have been better next to the forest path. The edges of the map wouldn't be visible that way. I mean in the background, a bit further from the path.

    Thanks for the feedback. Perhaps I should make the locating Astrid objective visible regardless of reading the note.  Did you end up finding and reviving Asterid after reading the note and were you able to then complete the mission?

  8. 3 hours ago, MirceaKitsune said:

    If the lamp is triggered by a switch, does flipping it no longer turn the light on once it's broken?

    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.   

    • Like 1
  9. 4 hours ago, MirceaKitsune said:

    Oh wow, that is amazing! It must require a custom script I imagine? Didn't think that was possible even with one and the S/R system, that's very impressive. Definitely curious about a few things:

    1. Does it distinguish between collisions with the glass and frame? If the arrow hits a metal part it shouldn't do anything, it should only break if the glass in particular was hit.
    2. If the lamp is triggered by a switch, does flipping it no longer turn the light on once it's broken?
    3. Can you use a broken skin rather than model? With some lamps it would be easier to only change the skin and replace the glass, of course both should be supported based on what works best for each lamp.

    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?

    • Like 1
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