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grodenglaive

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Posts posted by grodenglaive

  1. 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
  2. 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?

  3. 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
  4. 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
  5. 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.

  6. 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
  7. 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.

  8. 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

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