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Everything posted by kingsal
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Oh nice! Thanks Spooks that worked. It seems you can click and drag anywhere outside the sphere to change the radius.
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Hello Friends, I remember somehow clicking and dragging to resize a speaker's radius in DR. I can't for the life of me figure out how I did that. Any ideas? Thanks!
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I'm actually using the vine arrows pretty extensively in my next FM. I think they're pretty awesome However, I've noticed that using lots of them in one area can get pretty heavy on the draw calls, I'm not entirely sure why. Maybe its worth investigating? I'm going to look into making the effected area much larger as well as a test. Currently, its so small I have to give the player loads of vine arrows or water arrows which makes them underwhelming and a little cumbersome. Anyways, It would be awesome to see Vine arrows improved on and used in more FMs.
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Fantastic work guys! All these changes are much appreciated and are already are making the FM building process a lot easier. I just wanted to say thanks to everyone who worked on this.
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Ah bummer I was just in the UK last week... Next time!
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I was curious about this and messed around with it a bit. You could place a clip brush around the grate. The thickness of the brush must be around 32 to prevent frobbing, which will feel unrealistic to the player (as they will clip against an invisible brush) Setting the frob_distance spawn arg on the body to something lower (like 32) would allow you to make a smaller clip brush, but that could create some serious problems with frobbing the body. There are a few other solutions. However, I would definitely not recommend doing this unless it's absolutely critical to your level design.
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I'm running: Windows 10 (caught the auto-update bug) AMD Radeon HD 7800 The latest AMD driver completely destroys TDM 2.03 and DR 2.04, so watch out for that if you are running windows 10 and/or AMD 7800 series.
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Obs- Is there someplace I can look at all the possible spawnargs for objects in TDM? I want to search for something like a "on_pick_up_script" and "on_drop_script" spawnarg. My current process is to duplicate the script called by the scriptobject spawnarg and add in my own functions which might not be the best way to do it... It looks like there is a getShouldered() function I can use. At which point if I can add a setObjectiveState() to that. However, I am super new to scripting so I am wondering if this needs to be uh a looped somehow? I'm not sure how to tell it to set Objectivestate back to 0 if the player drops the body. Unless that's done automatically. Sorry for the very basic questions.
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Hello everyone, I have a question about carrying bodies in TDM, specifically related to objectives. Is it possible to fire an entity-at-location objective while the player is carrying the entity (body)? Currently, the player must drop the entity at the info_location info_tdm_objective_location to fire the objective. The logic I can think of so far: - Script that checks to see if player is carrying body. - Conditional hidden objective controlled by script (is player carrying body?) - Info_location objective enabled by the is player carrying body objective. - An additional objective in the case the player drops the body into the obj location. (maybe this isn't necessary?) Any thoughts or suggestions?
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Awesome, found it. scriptEvent void fadeSound(float channel, float newLevel, float fadeTime); I imagine something like this would work. void sound_event () { sys.trigger ( $mySpeaker) sys.wait (5); $mySpeaker.fadeSound (SND_CHANNEL_??, -15 , 5) //Not sure which sound channel to use sys.wait (5): $mySpeaker.stopSound (SND_CHANNEL_??) //Not sure which sound channel to use } Is it possible to fade all the sounds the player is hearing? I'm not sure if I should be calling the player here or just any speaker. void fadePlayerSound () { &player1.fadeSound(SND_CHANNEL_ALL, -15, 5) sys.wait(2) $player1.fadeSound(SND_CHANNEL_ALL, 0 , 1) // fades back to normal? }
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Hello! I'm working on a few extra player movement sounds as an experiment in my next FM. A couple questions: Is there any way to add a player jump sound for when the player begins the jump?It looks like there is some setup for a player swimming sound, but it only seems to do exit/ enter splash sounds. Is this broken/ known issue? Is there anyway to hotfix this?Is there a setup for playing a sound when the player is moving above a certain speed? Likely a script that says play sound shader when player velocity is above a certain value. Think of a wind rushing sound..Lastly, is there a way to fade in and out a sounds using scripts? Something like adjust volume over time.
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Hello Spadey, Great to have you here! I just did a listen through Miasma. Wow, really great mood and tone. Seems pretty fitting for TDM. I will definitely be hitting you up in the future!
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Sorry for the delayed response on this. I've tested out Steve's script and wrote a .def if anyone wants to use it in their FM. Edited in the first post Thanks for the help everyone!
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Healing the player slowly over time (Regeneration)
kingsal replied to kingsal's topic in TDM Editors Guild
Doing it with objectives is a good solution. I don't necessarily need do everything with the script, but it would make it more versatile / useful if I can figure out how to do the inventory item check. I tried to dig something out of the objectives code, but didn't have any luck there. So far this is definitely enough to get me started! -
Healing the player slowly over time (Regeneration)
kingsal replied to kingsal's topic in TDM Editors Guild
Thanks Obs and ERH, I tested the script out and it works pretty well. The diving helmet is a brilliant idea, btw. I found a strange bug. If I pick up and activate the healer item then reload the map it keeps running the heal script without the item being in the inventory. I imagine this has something do with what Dema is saying, it needs to do an additional check to make sure the item is in the inventory. EDIT: I added back in the inUse uhh.. condition? And it works as expected. I wonder if there is something like inInventory that can be checked. #ifndef HEALER #define HEALER object healer : player_tools { void init(); void inventoryUse(entity userEntity, entity frobbedEntity, float buttonState); void toggle(); void updateLoop(); float inUse; float processing; }; void healer::init() { inUse = 0; processing = 0; thread updateLoop(); } void healer::updateLoop() { while(1) { if(inUse) { $player1.heal("heal_potion", 3); } wait(8); } } void healer::toggle() { if (processing) return; processing = 1; if (inUse) { inUse = 0; } else { inUse = 1; } processing=0; } void healer::inventoryUse(entity userEntity, entity frobbedEntity, float buttonState) { thread toggle(); } #endif -
Healing the player slowly over time (Regeneration)
kingsal replied to kingsal's topic in TDM Editors Guild
Ah okay I didn't know it was in an FM. I don't remember this in Old Habits, which FM should I look at? I'll read through the wiki and give this another shot tomorrow. Thanks for the help! -
Healing the player slowly over time (Regeneration)
kingsal replied to kingsal's topic in TDM Editors Guild
ERH- I updated the .def to match yours, but I'm still getting the same error when I use the item. The screen fades to black, but nothing happens. I also can't toggle back out of the black screen. WARNING:maps\test_map.script(131): Thread 'divinghelmet::toggle': Entity not fo und for event 'trigger'. Terminating thread. -
Healing the player slowly over time (Regeneration)
kingsal replied to kingsal's topic in TDM Editors Guild
Okay so I plugged in Obs's script, but when I use it from the inventory it turns the screen black and doesn't seem to work. This is the error I get: WARNING:maps\test_map.script(131): Thread 'divinghelmet::toggle': Entity not fo und for event 'trigger'. Terminating thread. Is there something I'm missing in the def file? entityDef atdm:diving_helmet { "inherit" "atdm:playertool_stackable" "editor_usage" "Diving helmet" "model" "models/darkmod/wearables/headgear/elitecitywatch_helmet.lwo" "clipmodel" "models/darkmod/misc/clipmodels/elitecitywatch_helmet_cm.lwo" "inv_icon" "guis/assets/hud/inventory_icons/holywater_icon" "inv_name" "Diving helmet" "inv_category" "#str_02393" "scriptobject" "divinghelmet" } -
Healing the player slowly over time (Regeneration)
kingsal replied to kingsal's topic in TDM Editors Guild
This is all really helpful! I am very new to scripting/coding so I don't know about conditionals and loops, but I can sort of infer their meaning. I don't think I will be able to get something totally workable right off the bat, but I'll take what you have here and do some trial and error. Edit: To be more specific, I am just getting to the point where I can read the code and sort of pick out whats going on. -
Healing the player slowly over time (Regeneration)
kingsal replied to kingsal's topic in TDM Editors Guild
For reference this is the health potion script I was able to find. void playertools_healthpotion::inventoryUse(entity userEntity, entity frobbedEntity, float buttonState) { // Heal the entity using the second argument as healDefName float healed = userEntity.heal(getKey("def_heal"), 1.0); // If the entity could be healed (returnvalue != 0), play the sound, if there is one if (healed != 0) { // Do we have a non-empty soundshader string specified string soundShader = getKey("snd_swallow"); if (soundShader != "") { sys.cacheSoundShader(soundShader); // If the soundchannel argument is empty userEntity.startSoundShader(soundShader, SND_CHANNEL_VOICE); } // Callback to decrease the inventory stack count userEntity.changeInvItemCount(getKey("inv_name"), getKey("inv_category"), -1); } } -
Healing the player slowly over time (Regeneration)
kingsal replied to kingsal's topic in TDM Editors Guild
Hmm so we would increase the value of that spawnarg over time if the player can be healed? I apologize Dema. I'm novice at scripting, but this is what I could scratch together looking at the health potion script. void autoHeal(entity userEntity) { float healed = userEntity.heal(getKey("def_heal"), 1.0); if (healed != 0) { userEntity.setKey("health", "1"); } } -
Hello everyone, I am looking for some help with a script that slowly heals the player over time. Similar to a regeneration effect. For example: The player picks up a holy item that constantly regenerates life over time. As long as its in their inventory, its healing them slowly back to full health. Any ideas on how to do this?
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Sign me up! Would love to help out.
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Dark Radiant GUI proposals and questions.
kingsal replied to kingsal's topic in DarkRadiant Feedback and Development
I just started using 2.04 and yes I don't think any of these were addressed. Even though 2.04 is awesome so far. -
Hello Everyone, I wanted to start a thread with a couple small problems, proposals, and questions I've ran into using DR. GUI stuff, in particular. I'm sure some of these aren't new, but they might be good considerations for the people working on future releases of DR. Today I'll start with the Entity Properties Menu, something I'm sure we all spend a lot of time in. Entity Properties Menu -Moving check boxes into a new column, just before the name (property). Currently, the check box is down below and requires you to click on the property and then toggle the button or change the 1-0 value manually. -Moving Entity number / Primitive number and Entity Name to the top of the menu . It might be nice to see the entity's name and number in it's own dedicated place in the menu. Somewhere up top and possibly in bold. -Show help on by default or at least have this as a preference. -Selecting/ copying/ editing multiple properties in an entity. This would be a huge time saver. Being able to shift click and copy multiple entity properties and paste them onto another entity or delete them. -This one is a bit more complex. Better organization of the "add property" menu. I still get a little disoriented when navigating the huge list of properties that TDM entities support. It's amazing, but cumbersome. It might be nice to organize this into more general and more specific categories. The best example is how sounds and lights have their own dedicated folders in the menu with properties specific to them. It could be great to have more organization there. These changes could look something like this: