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grodenglaive

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Everything posted by grodenglaive

  1. I couldn't figure out how to use the S/R spawn function, but Teleport worked fine. https://youtu.be/E856ePPCyMQ
  2. 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.
  3. 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.
  4. 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.
  5. Thanks chakkman. I would like to do another - I think something in the city.
  6. Interesting. It would be fun to take some time and play around with it.
  7. Thanks, that should come on useful.
  8. thanks, I don't know how I missed that
  9. 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 What did I miss?
  10. 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.
  11. OK, I got it working now
  12. 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.
  13. Perfect, thank you Frost!
  14. Scripting help How do I query whether an objective has been completed? The wiki shows: 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 );}
  15. I just finished part 1. That was excellent - A non-mission-breaking bug I ran into with the blackjack: Cheers, I'm off to tackle Part 2
  16. 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#.
  17. 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].
  18. Stim/Response confuses the heck out of me.
  19. @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.
  20. Excellent, congrats on the release - I'm really looking forward to playing it!
  21. Thanks Mircea. I've noticed a number of prefabs and assets that have issues. It's funny, that drawer sound has always bugged me in other missions I've heard it in, but I didn't even notice it in my own.
  22. Thanks. Outside the mansion is the slowest area for me too, although my crappy old laptop still manages >30 fps. I haven't tried Linux though.
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