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RJFerret

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Posts posted by RJFerret

  1. I was thinking about body weight rather than aerial take down using the blackjack.

     

    Yes, as you asked previously. Hence explaining the conditions required to do so if the mapper hasn't implemented another design for it. Similarly, if you fall with enough force to crush/kill someone (especially if they are wearing armor), you'd also experience that fate, kind of rendering the technique moot, as suggested before.

     

    (Although I suppose it could lead to story of you being in jail awaiting trial for assault/murder from on high if you come to instead of die?)

  2. Sorry to ask again (and if it was already mentioned before). But, can the player knock out a guard by falling on top of him from a roof top?

     

    If he/she has really good aim and timing? (There's nothing prohibiting using the blackjack while falling.) Of course, perhaps also killed by the fall themselves, and/or the alerted guard if unsuccessful in the attempt.

     

    Of course a mapper could design a map to cause that scenario for some reason irrespective of aim/timing/tools, or have AI knocked out for whatever reason/act they choose. More realistically, a mapper could make it so a player was knocked out on impact, if they desired.

    • Like 1
  3. And I felt it was natural, as if you stick your head out into light you'd be blatantly obvious. You'd be even more obvious backlit when you stick your head out around a straight wall edge, but this doesn't deal with being backlit or shadowing lights at all.

     

    I feel it would also remove game-play if you didn't want to be aware of lighting conditions before you lean.

  4. And they lack contrast and depth, things we sought in photography and art, the subjects may be nice but yeah, the flat lighting and candy colors makes me cringe, I can't wait for the fad to end. Ironically I believe that's a reason TDM is complimened on it's appearance, can have sparse details enlivened by lighting dynamic range.

  5. Mnemonics: I made 4 water 'cause the angles of "4" and "w" kind of go together in my head. Five = fire since it's just one letter different. 6 is coiled like a rope. Seven is moss mostly because it's similar functionality to rope, so they go together. Eight is noisemaker as that's the next row leftmost on my gamepad. I never use them but I'd bet nine is vine 'cause of the rhyme (see what I did there?), and ten is gas, which at least has the same number of letters in each word? Eleven is disarm and I hit it instinctively when panicked, since it's the most used, it became ingrained quickly.

     

    (Of course now that I've gotten used to playing, I tend not to use any of those on a mission, unless rope arrows are required for progress, heh.)

  6. Ah, here's a workaround... It's easy to have friendlies flee upon being hurt a bit (just set their health_critical to just below their health), so you could have the friendly team flee point behind a trigger_once that failed the objective.

     

    Liabilities include the delay in time for them to reach it compared to knock-out/kill failures, it not failing if they can't reach it for some reason (blocked), damage from another source causing them to flee, them choosing a different flee point (like furthest distance from player), and whatever I'm not anticipating.

  7. Apparently not obviously, I was going to say simply use the stim/response to put a Damage Response on the AI, which Triggers an atdm:target_setobjective_state to fail the objective, but the Damage Response does nothing (perhaps because there's an inherited damage response on AI already?)

     

    Ironically, change the response to water, and you can fail by getting them wet though! So...bug perhaps?

     

    Edit: Further exploration, adding the response effect to the inherited response does nothing (manually via spawnarg, can't via stim/response editor). Deactivating the inherited response and substituting it doesn't help either.

  8. Is it possible to manipulate rag-dolls / AI so that they are positioned in a particular stance? I want to prop one up against a wall, so that the AI slumps against it.

     

    Yes, here you go...

    • Save a backup copy of the map because doom rewrites your map and fixes ALL ragdolls.
    • In game, drag the ragdoll around until you get a nice position.
    • In the console enter saveRagdolls
    • doom rewrites your map.
    • When you replay the map ALL ragdolls will now have position spawnargs added for every joint. These are WORLD coordinates so you cannot thereafter easily move that posed ragdoll elsewhere in the editor. I mean, you can still drag it around in-game and use saveRagdolls again but you can't just take a saved ragdoll in the editor and move it to the left - it will still start at the saveRagdoll position (you can fiddle with the spawnargs.)

     

    That's also briefly mentioned in a different wiki article, but I'll add it to the Dead Bodies one since that seems logical.

  9. It is tricky to find, here you are...

     

    // Quicksave altering
    set save1 "savegame QuickSave1; set savebind vstr save2; set loadbind vstr load1"
    set save2 "savegame QuickSave2; set savebind vstr save3; set loadbind vstr load2"
    set save3 "savegame QuickSave3; set savebind vstr save1; set loadbind vstr load3"
    set savebind vstr save1
    bind f5 "vstr savebind"
    
    set load1 "loadgame QuickSave1"
    set load2 "loadgame QuickSave2"
    set load3 "loadgame QuickSave3"
    set loadbind vstr load1
    bind f9 "vstr loadbind"
    
    

     

    Put in an autoexec.cfg file in your darkmod folder.

    • Like 2
  10. Yes, although vice-versa IMO, beforehand might be a bit better as then it happens when the box display is up. If it's after, then it doesn't kick it out until after the user has clicked OK.

     

    Edit: To install, download file, move into DarkRadiant/scripts/commands folder, rename to remove the .txt (so it's -.py). If Dark Radiant is already running, use the Reload Scripts menu option. If you didn't notice in a post above, results will be retained in the Console panel.

    test_targets.py.txt

  11. Actually the prior was more useful, as I could copy/paste the results to a beta test thread.

     

    The window box also goes away when you click OK, making it harder to reference or find the entities you might want to change.

     

    (You'd have to pull out a piece of paper to write them down, or retype in an editor, instead of just copy/paste.)

     

    So I'll be keeping the first version at least. ;-)

     

    Edit: What it could do is pop up a window saying X entities found (or none) and to see the Console for the list.

  12. Brilliant!

     

    Not only found the one I saw on a map I was looking at, but popped up others. Even found a couple on one of my maps that's been through testing, yikes...awesome!

     

    Now how may we add it to the script menu? Just prepending...

     

    # Set the command name so that DarkRadiant recognizes this file

    __commandName__ = 'test_targets' # should not contain spaces

    __commandDisplayName__ = 'Test for Missing Targets'

     

    ...was not enough, I guess because it doesn't know to output to the script window?

     

    Nevermind, that WAS enough, it just outputs to the console window, duh.

     

    PS: I was able to add a blank line after it's output by inserting...

       	 print('')

    ...prior to the execute(), presumably that's kosher.

     

    I feel this should be included with DR.

  13. For debugging purposes, might a script be able to analyze AI pathing and report any dead ends, IE targets that don't exist?

     

    This would catch things that are hard to find in manual beta testing, typos, deleted entities, renames, etc.

     

    The hard part I imagine, if it's even possible, would be branching pathways with all the random loops we mappers like to provide.

     

    Edit: Renamed thread so can be searched/found better in future. For users, this would reveal AI that would get stuck and stop moving in the map due to a missing or incorrect next target among other things.

    • Like 1
  14. Thanks for the notification/awareness!

     

    I spent a good amount of time tweaking the volume of multiple alarms to draw appropriate AI, it sounds (heh, pun) like that'll need to be revised come 2.02 (will there be a pre-release for mappers to update accordingly)?

     

    PS: 1/64 = 0.015 rounded from 0.0149253

  15. It's possible with various implementations (I'd use a conversation so you could easily face player1, but could be done with path_anim too if the angle to face is consistent)--the trickier catch is the custom animation, I don't know if the hold bottle arm out could be modified for this purpose?

  16. I also have to find through trial and error what polycount and texture resolution the engine can handle before there's a performance hit, unless someone can answer that for me.

     

    You can compare to how many polygons existing models have (displayed under info/options when loading a model into the editor). Obviously the lower the better until shape begins to be lost. Similarly, there's no point in having a high resolution image for something small on screen.

     

    Also I need to understand how the engine handles the textures before I start making any.

     

    There are detailed wiki articles there, round binary numbers are critical (64/128/256/1024 for really detailed stuff).

     

    Following the tutorials in wiki about the engine I saw the writter making a room with brushes. Is brushes the only way for rooms/enviroment modeling? Or I can make the room/road/house/whatever in maya and import it?

     

    Yes and no. Your environment must be sealed from the void with worldspawn brushes, yes. However within that there may be patches and models. Note AI won't "see" some of those things, so monsterclip brushes are used to keep them away from stuff they'd get hung up on.

     

    For performance and proper sound propagation, you want brushes dividing logical areas so other non-visible stuff isn't being rendered when not seen, and AI don't hear you through a wall.

  17. I understand that we have wiki, but it isn't so full of needed info like forum.

     

    Actually more often forum questions are already covered in the wiki. Things that aren't, get added, forums are horrible for tutorials as they can't be edited by others or updated as readily, forum info gets outdated while the wiki gets updated.

     

    One thing that helps is to search both via Google, by including "site:thedarkmod.com" and your search term(s), which will give you both wiki and forum results.

    I want to make my chair moveable, what I have to add? Collision model or I can set up collision borders in editor and how it must be done if it is possible?

     

    Just change the classtype to match other movables. For example, "atdm:moveable_small_base" or "atdm:moveable_base" depending on size, see: http://wiki.thedarkm...title=Moveables

     

    Use the spawnarg "clipmodel" to specify which entity to use per: http://wiki.thedarkm...title=Clipmodel

    For options on how: http://wiki.thedarkm...itle=Clip_Model

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