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RJFerret

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Posts posted by RJFerret

  1. There's a mission with an obvious trap, it also features a bunch of keys that are useless at that point, I used them to throw at the bait item of the trap to move it out of the trap.

     

    The default keys in my missions (from prefab chests/boxes) are physical objects but with inv_droppable defaulting to 0. So just changing that allows them to be dropped/thrown/etc.

     

    So no mind being lost (it must be set to inv_droppable 0 too). ;-)

  2. Thanks for the clarification that evidence of intruders bump is separate.

     

    Should I change the design from:

     

    player picks pocket, reaction is queued up to occur immediately or whenever it fits with what the victim is currently doing

     

    I would not change it from this design, this fits typical behavior most in my opinion.

  3. Success!

     

    I loaded the same map (of Kyyrma's) that I'd worked on before, went to the same patch, selected far edge vertices on a middle line, instantly cut no problems.

     

    Reloaded and did same selecting middle vert and an edge vert, ditto, cut with no problems.

     

    Then tried to mess with it, selected middle vert and corner, error that came up made sense. Similarly when selecting a couple edge vertices, error made sense.

     

    Not only that but my three ortho views have remained their original axis! Woohoo!

     

    Looks great as far as I'm concerned. Kudos!

    • Like 1
  4. Except that change of plan takes away the option from designers and limits game-play choices.

     

    If, however, the player does not alert the AI during the four second window, their pickpocket is considered successful, and if the AI randomly 'notices' it later, the player should not be penalized for that.

     

    Right, but I thought we'd agreed that we didn't want to punish the player for doing what they're supposed to do? And in some cases they don't have ANY choice, since the item is mission critical (like a key).

     

    If the player makes a clean pickpocket, I see no justification for punishing them.

     

    As specified, nobody gets penalized. Unless the mapper has decided that there are story reasons they should be, then there's the option to do so, why take away that option? The default is 0 in the current design plan.

     

    Sometimes however, one DOES want the player to have a ramification of their choice. Why not have the system allow for that, after all, isn't that the purpose of all this work to begin with? Currently to accomplish something like this, the very crude work-around is to teleport in an alert entity in front of the AI, which is only recognized in proper lighting. It's very cumbersome and produces unexpected results for the players.

     

    For your "mission critical" items, obviously it would be unlikely a mapper would choose the alert increase, unless they designed for it intentionally.

     

    In other words, the current design plan does what you desire (no alert/intruder increase) unless there is reason for it AND the mapper takes action to cause one (sets the spawnarg). Why design a system to eliminate options rather than provide flexibility? (Obviously if including the flexibility was unduly burdensome. But here it's the other way around, to accomplish the goal of alerting AI who've been pick-pocketed, it requires significant working-around in mapping, with inconsistent results.)

  5. Appears to punish the player if the AI notices the missing object at any time, which is random and not under the player's control. I would recommend changing that so the count is only bumped if step #3 is skipped. That way, the player is only punished for something under his control.

     

    In the context of that paragraph, I took that to mean if the alert level has hit cap (combat), with the mapper having set "pickpocket_alert" >0 (default), evidence of intruders increases, which makes sense as that's the exact usage--the mapper specifying that this object/AI's thing would only be missing by virtue of a stranger taking it.

     

    It doesn't seem logical to me that if the AI were already alerted for a different reason, negating the pick pocket check, that evidence of intruder gets increased for no reason. (Although that would be an exploit, avoid pick-pocket ramifications by causing an alert within two seconds of the pick pocketing.)

  6. My first reaction is no. My second reaction is, if folks wanted other control they would have made a tracker feature request for it.

     

    There is a lot of control in the existing system (in the UI version even) that is barely tapped by most FMs.

     

    Note, that request is just for mapper convenience it sounds like, as you can already swap out the objective for a copy with different amount set.

  7. First, I'd edit your post to remove your business idea, you don't need to reveal it for this purpose.

     

    Second, I'd probably hire an attorney to act as your agent and collect funds in escrow. They'll also obviously need to be funded to pay any potential business licensing costs, but they'll already have infrastructure in place to handle things (like escrow accounts or existing contracts with escrow services). Obviously you'll wish to find one comfortable with managing accounts at these online services that you can easily communicate with. Preferably even one fluent in your native language.

     

    Unfortunately, like anything, it costs money to make money. Legal fees in the United States are pretty hefty, but regulations offer significant protection for clients. However note, it's not necessarily apparent to those of other countries, different States within the United States have different laws. This is why many corporations are formed in Delaware. An attorney is only licensed to practice within the state of which they have passed the bar exam. So I would probably look closely at the contract for Amazon or Kickstarter, and perhaps consider an attorney that is licensed within their specified State of operation (where they say conflict resolution or remediation would take place were there a dispute).

     

    Also, in my view, most in the United States are not prepared to deal with foreign countries as much as smaller countries. The U.S. is huge in comparison to Canada or the Netherlands (heck, California alone has more people than all of Canada), most only do business with each other, while many in Canada are used to doing business with U.S. entities regularly, and I imagine plenty of transactions dealt with regularly in the Netherlands are of foreign nature.

     

    Actually, best might be finding a business person local to you who has some interaction overseas, who might be able to expand to facilitate your process. That way also there's less likelihood of problems, since their reputation with a fellow countryman would be on the line as well. Similarly, know anyone with family in those places?

     

    Are there organizations to promote new businesses or entrepreneurial start-ups who might have/provide resources? (In the U.S. there's something called the Small Business Administration.) Back when I was starting various businesses, an organization associated with them, of retired businessmen volunteered their time to provide valuable insights and wisdom to me.

  8. It's called chimneying, and I have gotten to spots in missions I realistically think I should be able to do it more than once. Although contrary to your setting, you actually need fairly wide parallel walls to chimney up, as you have to be able to get your back against one, and the flat of your feet (with legs bent at the knees) against the other. If the walls are too close, you can't get enough opposing pressure to climb (or even stay up in place).

     

    Map makers can currently allow for chimneying, without the head restriction you mention, of course when actually climbing in such locations in reality, you are free to look about as you please.

     

    Of course most players, unless they have experience rock climbing or caving probably wouldn't expect to be able to do it at all, and if they found they could climb up such an area (although it takes less skill and effort to chimney up, than climb a ladder) would probably report it as a bug.

  9. Have you already started thinking on how to solve the moving scenery outside?

    Have you seen the YouTube video of a TDM train?

     

    My post a couple weeks ago in response to that video answers both! Edit: Whoops, no, I'd seen a different mission train video from another environment, just saw the video Kyyrma linked now.

     

    Funny, after playing the Swing mission, I thought to do a train mission, but guess it's already been done elsewhere, c'est la vie. But yes, not hard to do.

     

    Although the moving terrain I set up isn't as "straight-forward" as in the videos or Swing (pun intended), so there wouldn't be a black box at the end, and the movement is more complex. The issue is more about visportals for me, given how I have laid out my cars, but a week or so ago I realized a way work around that issue, as well as a fallback in case of trouble.

     

    Keep in mind that passenger trains are anachronistic in the official TDM setting.

     

    Heh, kind of hard to suggest steamwork is anachronistic in a fictional steampunk setting that even features electricity isn't it? But not to worry, that issue drives a bit of the story.

  10. Yes please, I'd be glad to contribute, give feedback, work with, do whatever to facilitate, etc. (FYI, there's nothing I've seen that is deal breaking in the existing version, just some user education will help those new to the tool.)

     

    Interesting about the grid size, I have NO idea what it might have been set to during my tests, mine's usually set to eight, but that was on someone else's map I was contributing to.

  11. Hmm, this doesn't appear to be working for me. You can just target the atdm:target_callobjectfunction from a regular trigger?

     

    Didn't work for me either, and I also tried "lock", "Open" and "open" all unsuccessfully.

     

    But! This did work, there's a atdm_target_changelockstate just below in targets. Set the "unlock" spawnarg to 0. (It causes the lock sound along with locking it.)

    • Like 1
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