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kingsal

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kingsal last won the day on August 20

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  1. Wow! That's awesome and might be a good way to quickly make complicated level geometry.
  2. Sorry, Ive been sparse with replies in here but thanks for playing this tiny mission everyone + giving your feedback.
  3. $painter_bribe.setKey("page1_body", $painter_bribe.getKey("bribe_text") + combo); This works by just setting the key directly on the readable. However it gets cut off from the 127 character string limit. Im not sure how to get around that for a readable. I call the readable directly here "painter_bribe" but something just isn't working. $player1.setGuiStringFromKey(overlayHandle, "page1_body", $painter_bribe, "bribe_text"); EDIT: maybe a readables gui file can be called out directly? Or this needs to happen as an action script on opening the readable?
  4. Okay, then it seems this function isn't a good candidate for authors to use for the string limit work around. Will keep searching but might have to give up on this route.
  5. Thanks guys, yeah I can't figure out which overlayHandle to use here. I think all readables use the same one. @stgatilov Would you mind taking a look at the OP? Is the $player1.setGuiStringFromKey working properly, or am I setting it up wrong? Its the only work around I know of for the 127 (I think it is) character limit.
  6. Hello! I've read on the wiki about a work around for the string limit in scripts, however I'm struggling to figure out the setGuiStringFromKey() function. https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_GUI::_Parameters void set_hint_painter() { entity lock_name = $painter_bribe.getEntityKey("associated_lock"); string combo = lock_name.getKey("combination"); //Grab string "bribe_text" from spawn key and combine it with unique combination // Hits the string limit issue $painter_bribe.setKey("page1_body", $painter_bribe.getKey("bribe_text") + combo); // Work around for string but do not know how this is set up $player1.setGuiStringFromKey(overlayHandle, "page1_body", $painter_bribe, "bribe_text"); //sys.println("LOCK CODE on = " + readable.getName() + " is " + combo ); } $painter_bribe is my readable and "bribe_text" is the text string in a spawnarg. Its taking the text and combining it with "combo" which is just a random number. I can't seem to get this to work. I just can't wrap my head around what handle to use or what I am doing wrong here: $player1.setGuiStringFromKey(myhandle, "myGuiParamName", self, "mySpawnArgName") Thanks for any help.
  7. Thats not really on me to fix unless the save mechanic needs to be implement differently in 2.12. @stgatilov or @Obsttortemight know the status of the linux save crash issue.
  8. Thanks @Bergante. Glad you like the mission. @RedEmberI played around with this a bit and its a cool idea! A couple things I found: The card: Having the card drop to the floor could create a lot of issues, it could fall through a mesh, be dropped on a platform that moves, dropped in water or to an inaccessible place. For this to work it would likely need to be something that floats in place and is generally unaffected by the world or accounts for those edge cases somehow. Loot: This is a cool idea to earn saves via loot, but be aware loot varies wildly across missions. 60 percent of loot could be in the last few rooms of a mission. Maybe you get a save token at 25, 50, and 75 percent of the loot collected. Save restrictions: One idea I played around with but never prototyped was a kind of a "potion of recall" so to speak that the player drank and acted as your save. You could then find them in the level or start with a limited amount. Having the saves be an item could be interesting and totally optional via the shop. If you buy the potion of recall you basically activate save restrictions as a challenge mechanic. This isn't something easily done via add ons, but just thought Id share the thought. Doing this via the location could work, but location sizes will vary wildly across missions. Hope this helps!
  9. Thats a cool idea! I like the idea of restricting saves as an optional thing for players. It builds a lot of tension and gives replay value and challenge. Will check this out, thanks and welcome.
  10. I've actually stopped using custom EFX settings and I only use the presets now. Unless you really know what you are doing, its hard to get the effect you want. That being said, an EFX spawnarg pointing to the preset would be nice assuming we can keep it compatible with the current method.
  11. Cvars aren't a bad starting place, especially for fine tuning some of our gameplay elements. However, we would want explicit control over them per pk4. Or put differently, we wouldn't want to loose control of them
  12. I override it so I can tweak the #define ARROW_ZOOMDELAY 3 //VOLTA MOD There's a whole bunch of reasons why I do this, one of which is because it makes shooting the bow easier for most players. I dont really want to get into a debate about if thats better or not but I would suggest you expose the variables in a way that authors can tweak them. I sent you a DM about this exact thing.
  13. Cool yeah that's my bad, the image I'm using on the screen is just too bright. Thats good to know, thanks. Out of curiosity what was your gamma and brightness set to before?
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