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grodenglaive

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Posts posted by grodenglaive

  1. On 1/2/2024 at 3:49 AM, JackFarmer said:

    Thank you for the info. What can I do about the lightening affecting the light gem?

    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
    }

     

    • Thanks 1
  2. 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
        }
    }

     

  3. 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?

  4. 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

    Spoiler

    in 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?

  5. Scripting help🤔 How do I query whether an objective has been completed? 

    The wiki shows:

     

    Quote

     

    scriptEvent float getObjectiveState(float ObjNum);

    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:
    if (Obj1 = 0 && Obj2 = 0){
    	sys.trigger( $thing1 );
    }
    	else {sys.trigger( $thing2 );}
     
     
  6. I just finished part 1. That was excellent -

    Spoiler

    very 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:

    Spoiler

    when 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😀

    • Like 2
  7. 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].

    • Thanks 1
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