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Dragofer

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Dragofer last won the day on October 5

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  1. It's a good idea, but I could imagine it causing lots of false positives in areas the player can't see and the mapper therefore was less careful, i.e. where brushwork seals against the void.
  2. I actually posted on Discord recently about where numerous voice actors for Thief & TDM missions can be found. Since you didn't name a reason I assume it's because you didn't know where/how to find them: As for what you're trying to achieve without conversations - I'd suppose you could carry out the whole scene via the conversation system, i.e. tell actors to walk to x, then wait/look at something for x seconds etc. Maybe Goldwell/Kingsal/JackFarmer have more hands on experience with the vagaries of the conversation system... but yeah, the best way to get AIs not to say random stuff is to give them something to say.
  3. @Jedi_Wannabe Easiest would be to let all the trigger brushes target a func_remove entity, which in turn targets all the trigger brushes. When the func_remove is triggered it deletes all targets. Regarding your screenshot: - The left side should reference the type of stim you want to respond to. Right now you have "Frob", but you'd want "Trigger". - The bottom right box contains all the effects that should happen. To add something new, right-click in it. (Btw, instead of directly naming an entity, you can type in _SELF) - You don't need the "Stims" tab at all in most cases, only if you want to create a new stim emitter (i.e. water arrow) to which other entities (i.e. torch flames) can respond. You should delete anything you added under that tab.
  4. I know of at least one other mapper who intends to participate. As for myself, I'd like to participate - I quite like the idea of connections - but my participation is uncertain given what other projects I might take on in real life up until Christmas. Also need to do some more work on some of the new 2.10 features, specifically finishing (security camera overhaul) and documenting (xrays) them. Furthermore, we should have a list of what was added in recent versions. If it works out, I do have an idea for what I could build, just need to find something to connect to.
  5. This sounds like the hatch is made from brushes. If it were exported as a model, then it would automatically rotate in the correct direction relative to its orientation. IIRC you could also bind it to i.e. an invisible, nonsolid and rotated spoon, but it wouldn't be preferred. @Geep Regarding trial and error: DR now shows the axes of rotation when using the 'R'otate function, so it should be possible to briefly rotate the object in the desired direction by hand to see how much and on which axes it needs to rotate.
  6. How about simply calling remove() directly on the blackjack entity that you placed in DR? getWeapon() might get something else than what you're expecting, like a weapon attachment or something. Maybe call $player1.selectWeapon("unarmed") in advance (maybe even with a sys.waitFrame() ) if that still crashes. There must be a way to get and interrupt the animation of the player's arms viewmodel entity. Still the sound to take care of...
  7. How about simply calling remove() directly on the blackjack entity that you placed in DR? getWeapon() might get something else than what you're expecting, like a weapon attachment or something. Maybe call $player1.selectWeapon("unarmed") in advance (maybe even with a sys.waitFrame() ) if that still crashes.
  8. Entities can be changed with no need to recompile the map. DR is quite a good entity editor.
  9. @demagogue Quite a few of the methods for calling a script in fact pass the name of the calling entity. For example, any entity that has a "frob_action_script" passes its own name. This makes it quite straightforward to getKey custom spawnargs that were set on that entity in DR. The callscriptfunction entity is the most versatile method because it's uniquely able to pass 3 different entities: itself, the entity that triggered it and one of its targets. In the wiki example, the buttons target such entities. @Geep Yeah, I suppose at least some of those examples could use visualisation
  10. Yep, that seems like the way to go. The "advanced example" uses spawnargs like this on various entities to make a teleportation buttons setup. Once you have an entity you can also get all its spawnargs.
  11. This sounds like something you could do by removing or adding weapon entities to the player's inventory - Geep's method with disableWeapons() was only intended to stop the player from using his weapons ("too slippery") without taking them anyway. The script method to remove a weapon would be: $player1.replaceInvItem($blackjack1, $null_entity); The script method to add a weapon should be: $blackjack2.frob($player1); or $player1.addInvItem($blackjack2); As you can see, you'd need 2 different blackjacks in the map - I doubt you can add an item to the player's inventory that was already removed, though it's worth a try. [This might all fail if the engine doesn't treat weapons as inventory items at all]
  12. https://wiki.thedarkmod.com/index.php?title=A_to_Z_Scripting:_Ways_of_calling_a_script#target_callscriptfunction
  13. I'm about 85% sure there's a hotkey combination that does exactly this, but would have to look into the Keybinds settings or DR user documentation to confirm.
  14. Can't say I'm eager to put a button in there that could potentially wipe a WIP mission. There'd have to be some solid safeguards (warning messages can be skimmed and misunderstood by a busy mapper) to make sure that this is a mission that's been downloaded from the server, i.e. by checking whether the folder contains exactly a .pk4, darkmod.txt, savegames folder, and no other files like an extracted maps folder.
  15. If the map has never been successfully compiled, or you deleted the compilation files, the map won't load. Otherwise, if there are still compilation files from an earlier successful compilation, the map will still load, but with many problems as described above.
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