Jump to content
The Dark Mod Forums

Destined

Member
  • Posts

    2033
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by Destined

  1. Alternatively, the inventory icon could be changed to another type of lantern. If you would use a model with a circular opening on one side, this would fit the shape of the light you use. Depends on what kind of light you are looking for. The flash ligh type can be more atmospherical (see Doom 3, where you only have the flash light and cannot use a weapon while using the light).
  2. Ah, I misinterpreted that. I thought it meant "entity, target", not "target that is an entity". Sorry for the confusion.
  3. This may seem like a stupid question, but do you call the script-function? If not, it would make sense that you don't add the target... I assume the sys.prints are to make sure that you do, but I just wanted to double check. This is something that could happen to me I just chekced the script reference page and I believe the correct way to write it would be something like sys.addTarget($path_corner_2, $industry). At least according to the wiki the entity, that the target should be added to, as well as the new target are defined inside the brackets: scriptEvent void addTarget(entity target); Add a target to this entity. target: the entity to add as target Spawnclasses responding to this event: idEntity) I chose sys as actor, as this seems the most likely to function as an actor, but I am not 100% sure, if this is correct.
  4. You can try to do that yourself, although it may take some work: In the TDM folder, there is a pk4-file titled "tdm_fonts01.pk4". This contains all fonts nativelly used in TDM. You could extract the files and choose a font that is easy to read for you. Then you copy all files in that folder, paste it into each other folder and rename the copied files to the names of the font that you want to replace. The file contains 25 folders with three files each, so you would have to rename 75 files, but this way you should not have any problems with missing definitions etc. You could still encounter some aesthetic problems, because map authors will have optimised their readables etc for the fonts they chose and you would not change any custom fonts that map authors introduced (you could do that manually again in the mission's pk4-file, though), but it should help for most cases. I would also recommend to not repack the files, because this way your changes are not affected by any updates, which would replace the changed pk4-file.
  5. I also wishlisted this game and just saw that there is a Demo out for it on Steam. So, if anyone wants to try this, this is the chance
  6. Well, if you want to experience the TDM lore, you will have to play missions, since this is the main way lore is created for the world. This is mostly due to the team wanting to give mappers as much freedom as possible and not hindering their creativity. So, basically there is not much lore to have, apart from what is created in the missions. Some aspects got adapted by other missions and may be considered "canon", but noone had the time or motivation to gather these snippets together.
  7. - did not see the page change, so my answer is irrelevant
  8. Sorry, I am a bit late, but the "setKey" script function can change (spawn)args even after spawn. According to the description on the Wiki, the behaviour is not changed in most cases, but I know this works for the "text" argument on atdm:gui_message entities. I think it may depend on when/how the argument is handled, but it might be worth a try to set "rotate" that way. Regarding the "notPushable" spawnarg: The help text in DR reads: "When set to 1, this entity cannot be pushed by the player. If this entity is a moveable, this spawnarg will prevent it from being affected by external impulses as dealt by arrows, for instance.", so I am not sure if it is really meant the way you think it is. I assume that an opening door does not have the kind of impulse that is required to be affected by this spawnarg.
  9. Destined

    Free games

    "Bomber Crew" is free on Humblebundle, if someone is interested. I don't know the game and it does not look like a game for me, but I got the Newsletter and thought I could share here, in case someone else wants to get it.
  10. Just stumbled on this video, in which CDPR apologises for the state Cyberpunk 2077 is in:
  11. Destined

    Free games

    Apparently, Chinese (traditional or simplyfied) is the only languages that are supported for this title, so I see no sense to get this...
  12. I have not yet played Mooncrash, but know this type of gameplay from Zelda: Majora's Mask. It takes some getting used to, but at least for Zelda, you had options that made it bearable. I hope it will be the same for Deathloop, but it is very likely that I will get this game, when it is a bit cheaper and/or on sale (like I have done with most current games). Still, I will most likely try it at some point.
  13. I have played most of Arkanes Studios' games and have not been disappointed so far. I am not sure about Deathloop, but on the other hand I was also not sure if Prey was really for me (I am not really a great Survival Horror fan and also prefer fantasy settings to SciFi). Then it was praised here, I tried it and am loving it So, right now I have high hopes for any game, they may provide.
  14. I agree. I was meeting with the regular two people I see on a regular basis, anyway. We went for a walk at midnight and I was just surprised how much fireworks there were.
  15. I wish you all a happy new year! Not sure how the rules were for you. Here in Lüneburg it was not much different than usual. Slighly less fireworks, since they were not sold, but apparently people had enough old stocks and lighting them was only forbidden in specific parts of town, so it was still enough.
  16. Destined

    Free games

    I should also give The Long Dark another go. I bought it in Early Access and played it quite some time then (it had only the free survival mode at that time). After it left early access I only tried the story mode for a couple of hours, but had other games that were more tempting for me. The game is difficult at start, because there are several things you have to look out for at the same time. A fire alone is no guarantee to keep warm. Freezing near a fire could happen, because you were not close enough or it was too windy (so you had windchill) or the fire burned out while you were sleeping. Well, if the game is not for you, it is too bad, I think it was quite well done (even in Early Access and it has come a long way since then).
  17. If the game checks, which way the mouse moves during an attack, it will also have to check that the LMB is pressed at the same time, so it should be possible somehow. Also, the throw distance of the flash bomb etc. is determined by how long the respective button is pushed, so this must also be possible to track somehow. But I don't know if this is somewhere in the source code or if it can also be checked via script.
  18. Yes, you can simply start writing while you have the respecive window open (i.e. Create Entity, Choose Model, or the Media tab in the Entity Inspecor). When you do, a search box automatically appears.
  19. Unfortunately, I have no idea how to directly access air in any way. I have wanted to do that myself at some point (to mimic the player holding his breath in an area with heavy smoke), but could find no references. This led me to believe that breath is only referenced in the source code and is not accessible via script. If I remember correctly, the damage type "air" did not work. The only defined damage type that I could find is "no air", which means the player takes damage due to air reaching a value of 0. I vaguely recall that I was able to trigger a loss of air with a rather complex setup that involved some sort of vacuum entity (which is a relic from doom) and a door. When the door was opened, the air was removed from the whole room. Problem in this case was, that this would not only affect the player, but rather everything, so I abandonded the project. If you would like, I can check, if I still have the test map somewhere.
  20. Destined

    Free games

    Just saw this post on 9gag. I have not checked, if it is true (because I still refrain from getting Epic Games), but it might be interesting for some of you: https://9gag.com/gag/amvjq2j
  21. It is. You can find it in DR under Player_tools (atdm:playertools_breath_potion). It uses the script of the health potion, but has the heal type air. This is defined the def-file tdm_healing.def. I hope this helps.
  22. Regarding the sound: Instead of creating a speaker via script, you could create the speaker in a seperate (e.g. where the start-weapons and items are stored) and move it to the player position, when you need the sound. When the sound should stop, you could move it back to its former location. That way, you can have the speaker on repeat all the time or you could handle it like you would any other speaker. Regarding the speed potion: By the way: If you are searching for somethin in the forums, I would recommend to use google with a "site:forums.thedarkomod.com" before the term you are searching for. This limits the google search to the forums and the google algorithm is way better than the search function of the forum itself. In this case it was the second hit of the search.
  23. Destined

    Free games

    I also have the regular newsletter from humbelbundle active and got a mail about Seven. Maybe you have a spam filter that blocks these kind of mails due to certain words in the headeline? The mail in question was called "Get Seven: Enhanced Edition for FREE & Save up to 90% in our sales!"
  24. The object being frobbed can be read out with $player1.getFrobbed(). If you use this instead of an entity name, this can also be used in more general scripts. Regarding the alerted/dead states, you could try to not use these flags directly, but use the varaibles that cause the states to change. Dragofer already mentioned the getAltertLevel function for alerted AI. In order to check, if an AI is dead, you could try the getHealth function. For a dead AI Health should be 0, so this could work.
  25. I have no experience with conversations, but for the "when frobbed do something", you could try to give the AI a frob response with the effect: trigger atdm_target_startconversation_1 via the stim/response editor. In order to test if the frob is registered by the game, you could also first try something like an effect to turn off a light, just to be sure that the frob response actually works.
×
×
  • Create New...