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MirceaKitsune

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Everything posted by MirceaKitsune

  1. Regarding the "don't kill more than X people" objective, I managed to figure out the embarrassing reason why that wasn't working: I forgot had to enable the ongoing flag! Upon turning that on, AI type 0 registers and the objective is failed whenever I kill a human. So the only one I'm still stuck on is making the an optional objective appear when using note. Please let me know how I can make it so that accessing a readable turns an objective visible.
  2. Doesn't seem to work. "Readable is closed" is offered as condition to complete the objective, there don't appear to be any customizable conditions to show it without having to use an atdm:target_setobjective_visibility for that. I created one and targeted the readable to it, however neither opening nor closing the note will make my objective show up so far. And yeah it doesn't need to be a specific page of the note, it can enable the objective either on open or close.
  3. Tried that as well in various combinations, no luck. Looking at another possibility: There is "any entity of specified class" as well as well as "any entity with SDK-level spawnclass". I wonder if either of them can be used to detect inheritance from atdm:ai_humanoid or another common property? I'll need to try it but figured I'd ask first if I should even bother attempting that. In the meantime I have another question, also related to objectives. How do you make an objective become visible after the player reads the last page of a note? The problem here is that to make an objective visible you must trigger an atdm:target_setobjective_visibility entity... how do you make a readable trigger a target once the player finished reading it?
  4. In my case I need guards and even thugs to be included, so I'm afraid this wouldn't work here. The AI type option must have some sort of working value, it wouldn't be there if that wasn't the case... if neither "human" nor "0" work though what would it be?
  5. Picking up DarkRadiant after a while, I found a few new issues I keep running into constantly. Here are their reports: https://bugs.thedarkmod.com/view.php?id=5653 https://bugs.thedarkmod.com/view.php?id=5654 https://bugs.thedarkmod.com/view.php?id=5655 https://bugs.thedarkmod.com/view.php?id=5657
  6. Tried 1 as well, same result as 0 it won't work. Once more tried with empty failure logic and "1 OR 2". Here's a screenshot of the actual spawnargs too, let me know if any that appears suspicious.
  7. Using 0 didn't work. I also added "1 OR 2" in the Failure Logic field just to be sure the two conditions aren't being both required, also does nothing just like leaving it empty. I don't mind using team instead of type, the objective only needs to be applied to AI on certain teams. Problem there is I need multiple teams, and IIRC the team filter only lets me use one number not a list. I was going to add multiple team conditions, but then the counter would only tick for each AI in that team killed... for instance if the objective says "don't knockout more than 5 people" and I use conditions for two teams, I can still knockout 4 people from one and 4 from another thus 8 people in total.
  8. Running into an issue with objectives: I want an optional objective to not kill any human characters or knock out more than a given number based on difficulty. The Objectives Wiki page says I should be able to use "AI of specified type" with the value "human". I did this but no matter how many humans I kill the objective refuses to fail. Any idea what I might be doing wrong? Here's a screenshot from the configuration of one of those objectives.
  9. I don't remember it ever happening before, it's likely the new window manager. Also found another minor inconvenience, only worth addressing if it's easy to: While TDM is busy loading a new map, you can alt-tab switch to other windows... however it will not minimize and your mouse cursor remains stuck meaning you can't operate other windows in the OS. Would be nice if during loading the engine released your input devices when switching to other windows.
  10. Typo, sorry about that. Thanks... worked quite a bit on it! Made the two towers for the purpose of proper vis portaling, it's nice to see how that encouraged a nicer overall design as well
  11. Just one sneak peak from mine for the time being.
  12. Answered my own question: The path finder will ignore patch meshes as well. Noticed as the AI didn't attempt to chase me down a taller slope, just stopped and started throwing rocks as if something was in the way. Luckily this was easy to fix by simply adding a diagonal surface under the patch, AI chased me properly afterward.
  13. I only intended to use random patrols for friendly AI as an easy decoration. As far as the psychotic movement that occurs when you set animal patrol mode on a human AI, thinking I might be able to make use of that anyway... for instance to have a prisoner that lost his mind in a cell or something! Will see what I might do with it.
  14. That gives me the full picture, thanks @Dragofer for the detailed clarification! Only one more thing I should probably know on that: Do worldspawn patch meshes count to the pathfinding algorithm or just brushes? Asking since I use patch terrain... of course I have a normal brush right under it so it should work regardless but it doesn't hurt to know. As for RIT that sounds like what I've been doing all along so I didn't miss out. I do it by having paths target multiple paths which results in random actions, often times the AI going to different rooms or looking at different things in each room. I don't feel like placing paths for some decorative AI that only need to wonder around however, could still use an alternative to animal patrol mode for random movements (without the running around like crazy).
  15. I know AI can't walk on entities, but was under the impression they can walk on top of func_static models. Granted they aren't overly complex in shape, that seems to be what's causing most issues. So should I assume anything func_static is not navigable, only brushes are? As for random interesting things, I think I already use that: I target many path_corner's to multiple path_corner's, which has a random possibility of going to one or the other.
  16. Thanks @Dragofer for that info! Which brings up one thing I should correct then: I drew monsterclip brushes to encompass the model and not up to the ceiling, might be best to bring it all the way up then. Still curious which models will generally require it, and which meshes are safe for AI... for instance I don't seem to need to MC handrails or door / window frames. The real issue I have though is with complex meshes the AI is meant to navigate... namely stairs, and namely the large mansion stairs model at that (models/darkmod/architecture/stairs/mansion_stairs_01b.lwo). I tried placing paths on it once but the AI got stuck under the stair instead, can't go up or down those. At the moment I monsterclipped the whole thing which solves that, but if an AI tries to chase the player across floors it would become obvious they cannot. Onto another little question too: I was wondering how you can make a human AI wonder around randomly without any path nodes, to give a bit of detail to civilians and other decorative AI's who don't need a predefined path. I tried the "animal patrol mode" setting which is the only one I'm aware of, but it has a very wrong pattern: The AI randomly walks and runs into all sorts of directions... it doesn't look like they're idly walking around but more like they're having a psychosis attack. Is there an additional option or an equivalent to animal_patrol but without the running and more suited for idle human characters?
  17. Here's one I recently found very worth asking: During testing my maps, I find that a lot of func_static models will cause the AI to get teleported on top or bend in weird ways when touching the model or even break pathfinding. At the same time many func_statics will not cause any bad interaction with an AI. Is there a standard way or guidebook to knowing which do? I mainly ask so I can easily know what I need to draw a monsterclip brush around. For instance I found I need to monsterclip several stairways and pillars and all other sorts of architecture, yet railings and some furniture are fine. I can't draw a brush around every single map model I place, so it would help to have a more standard prediction of what AI will have issues touching.
  18. There is a little issue I keep running into every now and then: It seems that if you move the mouse too suddenly while looking around, the view will sometimes snap to a different angle and you find yourself facing the other way around. I assume it's the mouse cursor getting reset when an edge is touched too quickly, or something among those lines? If any Linux user on KDE / Plasma can try out the dev build please help to confirm: If you keep moving the mouse rapidly and erratically across long distances, you should notice your view occasionally gets teleported the other way around.
  19. Another one I forgot about: Is it possible to set an objective to become visible once another objective is failed or completed? I see that till now I had to trigger an atdm:target_setobjective_visibility to make new objectives appear after I complete existing ones, but it feels like this shouldn't have to be needed for inter-objective dependencies.
  20. Don't think I'm gonna write a script just for testing, it's not that urgent only if it was simple to do. This would be a nice feature for map testing, might suggest it on the bug tracker sometime.
  21. As I might be needing this to do some testing I figured I'd ask: Is there by chance a console command that can be used to trigger an entity on the map? So if for example I type "thetriggercommand trigger_relay_1" that relay fires as if triggered by a trigger_multiple entity for instance. Never heard of one but the team is intuitive so I imagine it might be there! It would be useful to test some effects before I have their proper triggers in place.
  22. Found a little bug worth bringing up: Whenever I highlight a door its doorhandle will also flash the outline for a split second. The effect only lasts for one or a few frames after which only the door is highlighted as is proper, but it's noticeable enough to see the handle blinking when you first look at the door.
  23. I was thinking of creating a horizontal portal covering the entire area who's face touches against the top of the bottom-most brush, then portaling multiple small areas against the sides of the same brush: This way the top half would be one portal while lower zones would be divided. I might be able to find a better way though... if not I'll just limit the detail I have outside in a worst case scenario.
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