Jump to content
The Dark Mod Forums

VanishedOne

Member
  • Posts

    1235
  • Joined

  • Days Won

    24

Everything posted by VanishedOne

  1. The statement that 'since' is only ever used temporally is flatly false. 'Since it's a nice day, let's go for a walk' is perfectly natural English. I wonder whether the case that led to this question was more like 'The pen fell since I dropped it,' where my brain would probably go to the temporal sense before contemplating the causal one. (Compare 'as'.) "Why did I do it? Since I wanted to!" would also strike me as unidiomatic.
  2. If I stand still or move in a straight line I get a twinkling effect, but when I turn my head it feels like static interference. At risk of sounding like Whistler I wonder whether it would work better with fewer stars.
  3. This is the Soulforge-machine-style crafting system my last status update was about. As demonstrated through cookery. I wanted something flexible enough to let the player drop arbitrary items in, and respond with a failure state if the recipe calls for two carrots and a turnip, and the player has supplied them but also dropped in a random skull. With an Objectives-based system I couldn't find a way, so I made this instead. craft.pk4.txt
  4. Nothing happens; though if you want that behaviour try frob_light_holder_toggle_light (see quoted comment below) or LightsToggle.
  5. One thought arising from the oil lamp spin-off thread: at the moment, if a mapper wants frobable oil lamps or ultra-fast zombies or whatever change to a class, the options are to change entities individually or to package an entityDef with the map. I don't know of any other way to change the spawnargs for an entity class--except via the difficulty settings, for which DR has that convenient editor. The drawback is, you'd have to make the change three times, once for each difficulty level. It would be still more convenient if the 'Difficulty' editor became a 'Map Settings/Difficulty' editor with a fourth 'All/Default' tab.
  6. I'm still not sure why anyone should need S/R spawnargs: "frobable" "1", "frob_action_script" "frob_light_holder_ext" works in my test map.
  7. Playing with Soulforge-style machines. :-) Though the way AI bodies are handled looks set to spoil the Punch & Judy show.

    1. Show previous comments  1 more
    2. VanishedOne

      VanishedOne

      Potentially all of those except the robots. The system can also be used for cookery. You put items in and what comes out depends on whether you matched a 'formula' the system recognises. My first attempt used the Objectives system but couldn't handle cases where the player put in all the right ingredients for e.g. cake but added a nail and a dead rat as well. Now I have something that can check for exact matches.

    3. Morat

      Morat

      Sounds awesome. You've really been coming up with some cool things, lately.

    4. Airship Ballet

      Airship Ballet

      Methamphetamine operation when.

  8. That's not interest in making snuffable oil lamps per se, it's interest in showing you how to customise TDM to your taste.
  9. That could be useful for the problem discussed in some of the posts on http://forums.thedarkmod.com/topic/9082-newbie-darkradiant-questions/page-231regarding unwanted clipping through walls and roofs. Edit: maybe not for what Goldwell originally asked about, but for cases where a lamp glare clips through walls or something.
  10. Cheers. The question arose when making trigger_sequencer and trigger_random - owing to wesp5's questions I happened to have oil lamps in my test map - so I was looking for a general solution that works on combined lights and other things. What I posted uses sys.trigger().
  11. For 'chit-chat' what I have in mind is that you'd use the conversation system as normal: you make n conversations and n atdm:target_startconversation entities. Then you target your trigger_random or trigger_sequencer at the atdm:target_startconversation entities, and you trigger it with a trigger_timer or something. So if you have four conversations and you want to play a random one every so often, your set-up looks like this: trigger_timer -> trigger_random -> [ atdm_target_startconversation_1, atdm_target_startconversation_2, atdm_target_startconversation_3, atdm_target_startconversation_4 ] Edit: reading over what you said again, it occurs to me that you could set up randomly branching dialogue by having a conversation make one AI speak, then having it call ActivateTarget on a trigger_random which randomly selects another conversation to make another AI speak, etc.
  12. Just to check: you aren't loading savegames by any chance?
  13. After writing a script to trigger 'spontaneous chit-chat' between AI in my w.i.p. mission I thought it would be nice to have something more convenient and portable. trigger_sequencer triggers a successively different target each time it's triggered; trigger_random triggers one of its targets randomly when triggered. I've done some basic testing but no heavy usage, so please keep an eye out for bugs and let me know if you find any. Defs go in /def/whatever.def, scripts go in /script/tdm_custom_scripts.script (or better still #include them). If you have similar things, or ideas for ones that could be useful, share them here! trigger_sequencer trigger_random
  14. Are you getting stuff in the console about nonexistent entity #0?
  15. Put it in your /script/ directory and it'll override the one in tdm_base01.pk4.
  16. I suspect that's http://bugs.thedarkmod.com/view.php?id=4195 SteveL provided a copy of the updated tdm_response_effects.script from SVN:
  17. If I target a combined light entity (i.e. holder + light/flame, like a candle) from a trigger_multiple, the trigger_multiple toggles the light/flame on or off. If I call the activate() script event on the entity, nothing happens. If I replace activate(<activator>) with ResponseTrigger(<activator>, STIM_TRIGGER) that does toggle the light. So does calling sys.trigger(<the light>). Since the description for activate() in http://wiki.thedarkmod.com/index.php?title=TDM_Script_Referenceis 'Activates this entity as if it was activated by a trigger' I'm wondering why it isn't working like the other approaches. I found an explanation of activate() versus sys.trigger() earlier in the thread, but it doesn't seem to explain this difference. I'm calling from a script object, if it helps.
  18. Well then, on the subject of Stim/Response and things that could be improved: 1) Applying stims when melee attacks hit: I asked about this on NDRQs recently, and the solution involved a custom script performing its own trace. In a quick test I also couldn't make the cliché'd holy sword for the player by putting a stim on the shortsword--meaning something like a swingable torch with a fire stim would also need scripting. Mappers could explore such options more easily if stims could be applied via a successful melee hit, perhaps using something like this in the def_melee: "applyStimType" "STIM_HOLY" "applyStimMagnitude" "10" "applyStimType1" "STIM_FIRE" ... 2) From what I can glean by reading old threads, making response effects activate or not activate depending on a stim's magnitude was proposed but, as far as I can see in DR, never implemented (short of writing custom response effect scripts). Also, giving the player and AI a STIM_FIRE response to take damage was proposed but rejected, since without a magnitude test every flame would present a hazard. The drawback comes when you want e.g. something like TG's fire mages wading through lava: since the player and AI aren't set up to take damage from STIM_FIRE of any magnitude, the usual way to associate damage with fire is to add a STIM_DAMAGE or make a trigger_hurt. True, a lot of potential uses also have ad hoc solutions (e.g. a powerful undead type harmed only by proximity to the holiest of relics: a mapper could make STIM_HOLIER on a per map basis), but certain potential cases, like an entity so fiery that a water arrow doesn't extinguish it but immersion does, could benefit from a magnitude test. 3) Might _SOURCE be useful as a counterpart to _SELF? For example, when making traps that specifically do something to the entity that springs them. Edit: http://bugs.thedarkmod.com/view.php?id=4209
  19. atdm:moveable_candle_default has no holder model, but it still uses the tdm_light_holder scriptobject and frob_light_holder_ext (as equip_action_script, but presumably that's for moveable lights...?). It doesn't have STIM_FROB response spawnargs. Of course, a frob response would work, if frobbing was working. Edit: actually, no S/R stuff is showing up in DR at all for that candle. Maybe it's on the attached flame... Yes, it is. Water/fire/gas responses. Edit2: oh, I think I misunderstood about the holders (because of 'In_Holder' in the entiy hierarchy). However, the standing oil lamps also use the tdm_light_holder scriptobject.
  20. Looking at the candles I think frob_light_holder_ext might be the suitable script, but I'm not sure why you aren't even seeing a frob highlight.
  21. My debut mission is approaching the stage where things are either satisfactory or sufficiently troublesome to change that I'd be better off just learning from them for the future. I've just been working on items instead lately, because monsterclipping is dull.
  22. They'll inherit spawnargs from the entity defs. Mappers' spawnargs will override the inheritance, but mappers have no reason to set "frobable" "0" on something that (in normal TDM) already isn't frobable.
  23. I'm not sure whether it's the thread you have in mind, but there's one linked from http://thief.wikia.com/wiki/Unfinished_Thief_sequels#Ion_Storm_T4with a post by someone from Ion Storm. Senator Bafford's mansion... It sounds like something an experimental/joke FM would come up with. Of course shadow-based stealth can be done in various settings (though a Thief-style setting does have the advantage of freely mixing flaming and electric light sources), but considering how they could have improved on TDS, I get the impression Ion Storm were a bit over-keen to 'tear it down and begin anew'.
×
×
  • Create New...