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grodenglaive

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Posts posted by grodenglaive

  1. 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
  2. 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
  3. 20 hours ago, MirceaKitsune said:

    That's why last night I went with the idea of making new lamps with this mechanic: They should have transparent clear glass casing and show the light bulb inside, making it obvious they're different and can be shot. Something like this should make them easy to distinguish:

     

    Spoiler

    UrOIz8L.jpeg

     

    uKi2W5F.jpeg

    Indeed I run into the painting problem myself: I always check every painting to see if it highlights and can be looted. Then again it's the same with doors in some FM's, which don't use a special door handle to make it clear that's a decorative door and not one you can go through.

    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.

  4. 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.

    • Like 1
  5. On 2/1/2024 at 10:02 PM, Tarhiel said:

    Interesting "little" mission with lot to do in a relatively confined location :)

    I have played on the hardest difficulty with the latest version of the fm, yet after fulfilling all of the objectives, when I came back to the boat, it did not trigger end of the mission.

    Sorry for the late reply, I missed the notification somehow.

    Spoiler

    Did Astrid get on the boat after you revived her or was she stuck on the riverbank?

    Did you try moving around on the riverbank near the boat? Maybe it's possible to miss the end-mission trigger.

  6. 23 hours ago, datiswous said:

    Could someone try to do the entity spawning via console? I can't get it working anymore. If I do the command, I get no error, but I don't get the item. For example:

    spawn atdm:ammo_gasarrow

    Does nothing

     

    Tested in 2 missions

    and working for me as well. beta212-04

  7. 2 hours ago, cvlw said:

    Hello all.

    I have a hopefully easy question.  I just can't seem to search it properly.

    I want the player to select an item in the inventory (not drop to hands) and then USE (frob and then use key) on an object in the map.  But, the frob should only happen when that object is selected in the inventory and not just general frob.

    If I am confusing this with triggering, I apologize.

    Is there an example in an exiting map that I can study that does this type of thing?  I don't recall from any maps about this. Or, what is the general way to do this?

    The intent is to have the player find this inventory item and then go to various objects in the map and USE this item on the map objects.

    Advice?

    Thanks

    Clint

     

    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.

    • Thanks 1
  8. On 1/5/2024 at 1:26 PM, chakkman said:

    That's something I would criticize about it: The missions are just too complex, and confusing to navigate, for the most part. I think they exaggerated a bit there.

    I think this is subjective, but after "The Jaws of Darkness" I have to agree.

  9. 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.

     

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