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Posts
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Posts posted by grodenglaive
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fwiw, I tried cloning the material def for lightbiground1 (materials/lights.mtr) and added ai_see 0, but that gives an unknown token error.
lights/biground1 { description "Round point light." { forceHighQuality map lights/biground1.tga colored zeroClamp ai_see 0 } }
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Yes, it would be good to have a warning on the installer.
FWIW: unless you have already revived Astrid, I'd recommend starting over with the latest version.
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2 hours ago, CrisiusXIII said:
Hi
i cant load my save games after the update to version 1.2. there is no error message, after starting the init the bar stays at 0, nothing happens at all. i have to quit with ctrl-F4
i can make new ones which do load...
It sounds like the saves are tied to the game version. I know if you update the game engine the older saves are no longer compatible as well.
@nbohr1more is there any thing Crisius can do to use his old saves?
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I couldn't figure out how to use the S/R spawn function, but Teleport worked fine.
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I also tried to deactivate the inherited water S/R (right-click on it to select that option), but that didn't have any effect.
For a workaround, I guess you could apply the S/R to the whole torch and then add a third response to spawn an unlit torch model in it's place.
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OK, if I put the response on just a torch flame, it doesn't work (the script doesn't run). Maybe the inherited water response is overriding it.
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It's working for me.
(edit) oh, wait. I put the Response on the torch itself and the whole torch obviously disappeared. Let me try on just the flame.
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Thanks chakkman. I would like to do another - I think something in the city.
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Interesting. It would be fun to take some time and play around with it.
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Thanks, that should come on useful.
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thanks, I don't know how I missed that
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Well, this has been quite the ride! Great map layouts and I loved the obfuscated clues in the cathedral. It was a huge gauntlet-run getting to where I must be close to the end of the mission. But now I'm stuck
Spoilerin the cave after grabbing the Golden Buck. I've looked everywhere with and without the special vision, but no luck finding a way out. I even shot a rope arrow into the Golden Buck sign and climbed back up to the top of the shaft, but the entrance was too far to jump to and I think it was sealed anyway.
What did I miss?
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Mission has been updated to version 3.
- Fixed a bug where the optional loot option objective was not actually optional.
- Updated the animations for Astrid
- Added a hallway door so the guards are less likely to be aggroed en masse.
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OK, I got it working now
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Good use of the closet. I considered putting no KO and no kills in the objectives, but decided to leave it unlimited for a change.
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Perfect, thank you Frost!
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Scripting help How do I query whether an objective has been completed?
The wiki shows:
QuotescriptEvent float getObjectiveState(float ObjNum);
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Returns the current state of the objective with the number ObjNum. State is one of the following: OBJ_INCOMPLETE = 0, OBJ_COMPLETE = 1, OBJ_INVALID = 2, OBJ_FAILED = 3
- ObjNum: Starts counting at 1
- Spawnclasses responding to this event: idPlayer
- but this is just gibberish to me. How do I actually write it as a script? I want to use it in an if statement, for example:
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if (Obj1 = 0 && Obj2 = 0){ sys.trigger( $thing1 ); } else {sys.trigger( $thing2 );}
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Returns the current state of the objective with the number ObjNum. State is one of the following: OBJ_INCOMPLETE = 0, OBJ_COMPLETE = 1, OBJ_INVALID = 2, OBJ_FAILED = 3
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I just finished part 1. That was excellent -
Spoilervery challenging getting through the sewers, I loved it. Also, cool machines in the pump house.
A non-mission-breaking bug I ran into with the blackjack:
Spoilerwhen knocking out Payne and also Jack, their bodies flailed around and they died instead of just going unconscious.
I ran into this problem with my own fm and it was solved simply by lowering the chair (or bed) they were sitting on by one or two notches. It seems TDM makes the ai sit too low, so they overlap with some of the chair colliders and that causes them to flail around and take damage when you club them. I've read elsewhere in the forum that it's possible for other nearby furniture to also interfere.Cheers, I'm off to tackle Part 2
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interesting, thanks!
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That's a real head-scratcher! Is it possible for the menu-installer to not have the same version as the direct download link? If you check the read-me file it will show the version#.
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9 hours ago, cvlw said:
Hello again TDMers.
I have a "fountain" (more like a big bird bath) that I want to have water in and some loot coins. How do I make it so that the coins are frobable through the water? I presently have a patch textured with water, however, it is not "frob-through."
Advice?
Clint
I think your problem is not the water patch itself. I just tested this and a coin is frobable by default though a patch with a water texture (even if you made it a func_static). My guess is your fountain has a clip box that is covering the coin. What JackFarmer or datiswous suggested would likely work.
(edit) Also, make sure the coins are actual loot items and not just a func_static, otherwise they are not frobable!
[Use Create Entity to add loot items to the map, don't use the coins found in Create Model as they are not frobable].
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Stim/Response confuses the heck out of me.
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@MirceaKitsune Is that v1.1.10 of the fm and what version of TDM are you running? Your screenshot does not look like what I see in the game. I just re-downloaded it to be sure. It appears as though your stove has been displaced to the right, which is damn peculiar.
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
I got it! Just needed to move the ai_see out of the brackets.
lights/biground1 { description "Round point light." { forceHighQuality map lights/biground1.tga colored zeroClamp } ai_see 0 }