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Everything posted by grodenglaive

  1. Adding one last tidbit to my fm: it might be nice to be able to kill an ai by sticking their head in the fireplace or throwing them off a balcony (where fall damage is insufficient). Unfortunately "trigger_hurt" does not affect an AI that is unconscious. Is there any way around that? (edit) also tried it with stim/response with the same result: no-effect. only drowning seems to work on unconscious AI
  2. textures/water_source/watersplode_m1 is pretty much full white as far as I can tell.
  3. Is there any way to change the light radius on the 2 candle wall sconce (atdm:sconce_2candles_rigid)? I've tried all these spawn args. Nothing has an effect. flame1 and flame2 are the pos_attach names in the inherited properties. I thought that would have done it for sure, but no.
  4. And I just did. Short , but sweet. Nicely done. 10/10 on that intro and I like how you snuck in the Skyrim reference;)
  5. Thank you, I was surprised I came up with that name actually!
  6. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  7. I just finished it. That was a really fun mission! Interesting mapping, I really liked the layout. Cheers!
  8. Glad you're feeling better. Yes, I was surprised to see three new ones out. I'll have to start one tonight.
  9. I can speed run it in 42 minutes on expert, so probably a couple hours for the uninitiated.
  10. It took a while, but I'm very excited to finally make it to this stage! I'm hoping for maybe three volunteers to beta test. Best regards, Groden.
  11. Nice! Congrats on your first FM. Looks like a busy season for TDM.
  12. Congratulations on your first release, I look forward to playing it.
  13. Great idea. I just added this to my upcoming mission. chatGPT helped me with the script. Works like a charm. vector playerPosition; vector riversoundPosition; void sound_follow(entity zone) // have river sound speaker ($river_sound) follow the player along the river when in the yard { playerPosition = $player1.getOrigin(); riversoundPosition = $river_sound.getOrigin(); riversoundPosition_y = playerPosition_y; // river runs north-south, only need to change y $river_sound.setOrigin(riversoundPosition); sys.wait(0.2); thread sound_follow($player1); } void kill_sound_follow(entity zone) // stop river sound following player when they leave the yard { sys.killthread("sound_follow"); }
  14. Thanks, yes it seems to be that way. I may just leave them on for most of the areas and lower the volume a little. I'm just being fussy at this point.
  15. Here's another question (the last for this mission, I'm sure)! I'm using info_location for the ambient sounds, which works quite nicely, but I don't really want the sound to loop endlessly. I tried adding s_looping 0 to one of the info_locations, but the sound still loops there. I also tried that on the global atdm:location_settings, but it still loops. Is it bugged or is it just me?
  16. Thanks. Unfortunately, the failure logic route didn't work either. It says objective complete when she dies, but I don't get a mission failure.
  17. I tried that with "Boolean NOT" checked, since I want the person to not die. I was still able to kill them without failing the mission though.
  18. Seems my brain isn't quite at full capacity today: how do I trigger mission failure if a certain AI dies?
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