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Dragofer

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Dragofer last won the day on February 13

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  1. Could clone & modify the scriptobject of the atdm:gui_message to create your overlay on a higher layer number and see if it overrides the cursor then. But the default 10 is already very high, so I think the chance of success is low. You can have interactive elements on an ingame GUI. Probably can look at briefings of the type used by my missions to find a functioning skip button.
  2. @Geepyou could try triggering an atdm:gui_message entity that calls your new video GUI
  3. It might be a way of translating "Ich werde mich an Sie zur├╝ckwenden", which literally means "I'll turn back to you". In this context, "revert" would mean going back to the state of looking at & talking with me. In Danish something similar is going on with "jeg vil vende tilbage til dig med resultatet", meaning "I'll come back to you with the result". "Vende" means turn, while "vende tilbage" means return.
  4. @JackFarmer If the flame entity is def_attached to a torch you can trigger the torch to toggle the flame. If it doesn't work for a torch, then I 100% know it will for an oil lamp like atdm:lamp_oil_wall_hanging_lit. Can start with that lamp entity and modify it to your liking. If you want special properties on the flame, i.e. custom light_radius, you can use "set light_radius on flame" etc. spawnargs. Check the name_attach spawnarg on the lamp/torch to see if the def_attached flame is really called "flame".
  5. @JackFarmeralright one last thing before we descend into S/R, how does it work when you use start_off 1 and extinguished 0?
  6. Might be because you have start_off 1 even though you only need extinguished 1 for a flame light?
  7. Ok, seems my view of the forums was a bit out of sync, now all grayman's replies showed up making mine a bit redundant. First time I saw the "HOT! 9 replies" tag on a forum thread, hehe.
  8. If it's still the way I remember it, if the mapper makes a path_sit node without defining at least "angle" the AI will just sit down behind himself. Don't think there's any way to get around this without input from the mapper where he's placed the chair.
  9. Typically a mapper should specify the direction in which the AI should face when the sit animation plays ("angle"), then a second direction for which way the AI should face when seated ("sit_down_angle"). If an AI approaches the chair from the front both angles are identical (so sit_down_angle is superfluous), while approaching from the side or behind they'd be at a 90 or 180 degree angle to each other. But I don't think this is an issue. After grayman's clarification it'd be just a check if AI origin is within a certain distance of the path_corner origin (move_to_tolerance): skip path_sit node if failed.
  10. In the worst case, standing next to a chair or bed still looks much better than sitting or sleeping in thin air in my book, so I'd support this. Some chairs/beds need a lot of slide_distance though, so it'd probably need to be fairly generous before it skips the path node.
  11. It would seem you can make an ingame video GUI overlay, but at this point you know more than I do. If this were me working on it I'd try to start with a standard message scroll GUI and convert it step by step into a fullscreen video.
  12. @duzenko if it helps any, you can create new entities in Doomscript like this: entity new_entity = sys.spawn("classname_of_entity"); //the .def defining the classname contains inherit new_entity.setKey("noshadows", "1"); //change spawnargs of the spawning entity if wanted ... sys.waitFrame(); //entity defined in previous frame is now fully spawned, this step might not be necessary though ... sys.wait(5); new_entity.remove();
  13. You can make a skin that swaps all existing materials (~= textures) with a tiling gold material. Rename a .txt to .skin and create a skins folder in your fm, then put this into it: skin name_of skin { model name_of_model name_of_original_material name_of_new_material } Can have multiple models and material swaps in one skin definition. Then in DR click on File -> Reload Skins and in TDM enter into the console reloadDecls (can bind that to a hotkey). @Geep yes, that's still feasible. Voiceovers are generally prime solutions, but in this case it'd also be reasonable to go a more subtle route.
  14. Here's the very latest link: https://discord.gg/fP32yEn The old one had issues with kicking users if they were considered as guests. @grayman please update your OP with the new link
  15. @acolyte6 Here's where the alpha testing is taking place, it's only accessible to logged in users.
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