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DeTeEff

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Everything posted by DeTeEff

  1. So sad to hear these bad news I didn't have much contact with him more than via some random scripting questions through the forums, but he always seemed to be a humble man that had worked with a lot of editors and games through the years. I hope he did have a good time in his last days without pain and may he now roam the Builders House, frobbing what he can!
  2. Haha, I've made some locations in my current map where you can see the interior and guess what, I just built them without any fancy stuff ;) Yes I know it may "steal" resources away from the rest of the scene, but it's a quite small area and I usually hide most of the interior scene with curtains so you just can see a sliver of the internal room. I'm also planning to create some wall/window modules with see through glass...
  3. Stgatilov, I just extracted my custom files (maps, xdata etc) into another folder, removed the whole game and did a clean install. It works and I hope I'm all game for future updates! Thanks for contributing with your hard work!
  4. Stgatilov, ahh but now that I already have updated, how can I verify that the newer version is going to work? Isn't it just gonna say "You already have the newest version, no update will be made" or do you suggest I downgrade and then try to fix the new method?
  5. I finally managed to update via the old method, because I couldn't get the new one to work. But is there a difference between the two game versions, on the user side? The new method is to optimize the work for the programmers right?
  6. Now it suddenly works...I guess the mirror site was a bit cranky and wanted some alone time... Looking forward to see the fruits of your hard work guys!
  7. Don't know if this is the right place, but I have some problems with both updaters...
  8. I'm probably just dumb, but I can't get it to work...I've created the changetarget entity and named it change_it and on this entity I have added Target - path_corner_2 (there's a yellow line connecting them) and the spawnarg Add - industry Then I added this to the script sys.trigger($change_it); Have also tried a direct lever in game... EDIT Ahh, I added an initial target on path_corner_2. It didn't work unless I added a temporary target...
  9. @Grayman Didn't know that one... so nope, didn't use it...seems to be a better way. Thanks
  10. @Destined Hehe, yes I have made small console commands to make sure the script fires @Dragofer If I add the spawnarg "target industry" to the speciffic path_corner, the AI goes there, so there is no pathfinding error in the building part.
  11. Sorry, that doesn't work either; it says: "addTarget" is not callable as a 'sys' function"
  12. Doesn't work that either...The guy just walk up to the path_corner (which is devoid of any targets) and stops. In case I didn't made myself entirely clear. I want to make the AI take different paths depending on a random number generated at map start. That number shall tell the path_node to get different targets. So I want to ADD a different target spawnarg depending on the rand number. if (rand == 0) { sys.print("\nGo to industry\n"); $path_corner_2.addTarget($industry); } if (rand == 1) { sys.print("\nGo to sidewalk\n"); $path_corner_2.addTarget($sidewalk); } BTW Ohh, has the scripting guides been updated/elaborated?
  13. I want to control how the AI patrols via a randomizing script; The AI goes to say Corner 1 and that triggers a script that ADDS or CHANGES the targets on Corner 2. But I get stumped on the syntax for adding or changing the target spawnarg: When you change frobbability it looks like this $entity.setFrobable(1); so I thought it would be something like this $path_corner_2.addTarget(industry); or $path_corner_2.addTarget("industry"); or $path_corner_2.addTarget('industry'); but no, it doesn't work... Cheers
  14. Decided to light up my mission and take an eagle eyes view...Gotta finish this mission, it would be sad to let all this go to waste eh?
  15. Played this the other day (after my hiatus of several years of playing missions). Really impressive stuff! I especially liked the outdoor areas with the good use of vertical space. OcksÄ trevligt med en till svensk som bygger banor /Fieldmedic
  16. So sorry for not noticing your post until now. Haven't been active on the forum...I guess this tree location is added by Bikerdude when he made improvements to the mission. The location in question is the skybox and shouldn't be reachable by the player...and should be isolated from the rest of the map. /Fieldmedic
  17. Jedi, link has expired. Please try again
  18. @Geep Oh, doesn't it work sending me PMs? Strange Anyhow, you are free to include my work. I'm flattered Tips! This table/balls was made way back when the game was "plagued" by a bug that made the vertexes slide, especially on brushes with intricate angles. That mean that the models MAY have "holes" and things might be unaligned. @Jedi_Wannabe Glad you liked my missions! Looking back on them, I'm not that impressed myself, and that's mostly because I did a lot of experimenting and going outside the box regarding gameplay and design. My future missions will be more straight forward and a general boost in design. I have Discord installed but how do I find you? Is there a generic TDM-channel? Discord-noob here
  19. Too bad. Well, at least he made some really nice missions Yes, I remember fiddling with your exellent modules and during my sporadic mapping over the last years I've created some by myself, although my are all made in DarkRadiant. My brain isn't ready for Blender or any advanced stuff just yet But it's really nice to create them and then being able to relatively quickly create alleys and stuff and get a better vision for where to add objects.
  20. Started to to just that. Blocking out sections with void sealing caulkwork and then building my street sections inside these areas.
  21. That is true... But I have felt bad for not delivering anything useful, when the mod still is going strong. I've had my times when I've thought the mod would die out and Springheel and Melan and Grayman are left alone in this empty void The main reason for my absence has been because I don't progress with the mapping process and get stuck; I have difficulties with imagining a scene without building it first. And when I've put down 3-4 hours into a scene I find out I need to change everything and kill a bunch of darlings and then the motivation dies... Hope it stays with me longer this time! I've got several projects/areas mapped out so I should be able to finish something... BTW, is Sotha still actice or is he busy boxing and parenting?
  22. Hello! I sat and read a book and felt an urge to map/play TDM, so I went to the computer and started up the mod and saw that my current version was out of date. I haven't mapped (seriously) for some years but I see now that you've released 2.08! It makes me really glad and brings tears to my eyes that the dev team still cranks out exellent content! I must bend away my thoughts and thinking of "I cannot make anything useful..." and try to make another mission! In other words, Fieldmedic is not dead, I'm trying (again) to take up mapping! Cheers!
  23. Thanks Goldwell! Works now
  24. Nope, using different triggers doesn't solve it...
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