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Posts posted by ungoliant
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No idea whether this applies to your case, but if you have a static patch to decorate, and what you want to distribute can be made of patches too, then it can be done in DR using the python api. You can access the base patch's vertex coords and normals easily, and you can copy and move patches and create new ones with full control over vertices, rows, cols etc. Could be a nice technique for creating static organic surroundings, like rocks poking through the ground or weed decals on a wall. No idea whether seed already does that, must look into it.
yeah, i'm looking to insert patches randomly along other patches, and not in a fashion where they plop straight down sticking straight up like for trees and grass. I guess I could start learning python, but that seems like a pretty long-term effort to achieve a nifty throw-away effect in an FM. Also, I think having access to LoD and culling with SEED here might be important.
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Did SEED or anything else ever achieve random dispersion of stuffs along the face of a patch? and i mean like a really weird patch, like a odd shaped cylinder patch with an endcap on it. is it possible to disperse stuff all along the surface, sticking out tangent to the surface, even if some of the patch is vertical.
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helloooooo vertical exploration. nice one
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I hope they make it extreme. something like putting a prompt up first that says "you are in combat, are you sure you wish to log out?" and if you do you wait 20 minutes to spawn any time you log in for a week. add 10 minutes for each subsequent offense and reset the 1 week timer. shit needs to get dealt with. tough to balance with legit game crashes and internet disconnections though.
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i can confirm stary is shit sniping ground in standalone. i've spent 4 hours across several days waiting on the north hill with a shot on the pond and the grocery store without seeing a soul.
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i've always avoided airfields and military bases for pvp player hunting. everyone is on their guard and chances are you're not the only overwatch hiding in a tree. high traffic areas that don't run a lot of pvp are the best hunting grounds.
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I'm down for some TDM team action. I'm fully loaded with everything a player could want. currently sniping the cargo-ship and surrounding marsh from the rock outcropping north of berezino. not because i need players gear... my character is just bored and needs target practice with the acog.
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final fantasy piano collections have always been my favorites, particularly the ff8 collection as a whole.
some of my alltime favorites are from other piano collection albums up until ff9. everything after 10 can suck my nuts. nobuo uematsu or no sale on ff games.
@brethren kudos on z nemesis, i replayed that game last year. that soundtrack and the whole game was a far cry from previous games like RTZ, but totally awesome in its own right. the music in nemesis made the world feel super expansive in the same way that the lore of something like lord of the rings makes middle earth feel huge and unknowable in its entirety.
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so its been a while since i shared anything. heres a little thing i've been working on. fisher_price_my_first_elevator.avi
this makes use of the new script i made to use different "while closing" and "while opening" sounds for doors, and some other scripted stuff.
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ak's have shit accuracy, to hit 5 consecutive shots, the range you'd need for that, might as well use a shotgun, same effect .0001 seconds. sks in mod used AK rounds as a base for whatever reason, so it was like a more accurate bolt-action AK. 2500 damage. garbage.
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if sks is anything like mod it'll do half the damage of a lee enfield with all the negatives of bolt action. mosin will probably be superior.
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i wasn't aware of a mosin bug. first time my buddy found green/black cans we put it on his mosin and it worked fine. hunger problems i've never encountered, i'm well over-fed. i've actually started bloodbagging my own blood and just healing from energy/hydration. no compatibility issues if you tranfuse your own blood to yourself
haven't had to use it yet, but time will tell
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lol ok, solution is stark hilarious. frobbing the door no longer frobs the door...directly. On top of that, nothing in the map targets the target_callscriptfunction...directly. once again, to hell with frob_action_script, tempted to file a bugtracker report on it if it hasn't been done already.
so the target_callscriptfunction entity is removed as a target from all buttons. instead, frob_action_script runs $scriptentity.activate(daButton); where the button passes itself as arg to make itself activator of the target_callscriptfunction to simulate being triggered like a frob, but its not, to prevent infinite looping. also using activate function prevents the whole thread from being called directly by frob_action_script and hence disabling all the sys functions. script function runs frob_button AFTER the door state check, then its business as usual after that. updating original "release" post with the relevant info.
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i know i saw sks listed in dayz.db, so i figured it was in. i haven't seen it around though. its fine, i've had a pristine m4 with pristine parts + acog for the past 20 hours of gameplay even though my partner in crime has died 3 times. Also, i found a trick to bug ammo boxes. Don't know if this is widespread. unload the double stanag 60rd mags to inventory, you get 60 rnds in 1 slot. add them to ammo box. now it holds 600 rounds instead of 300.
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more wrenches, stupid thing is actually firing the close sound on open and close animations. apparently the door "opens" on frob when targets are triggered and doesn't wait around for the script or actual animation or to start. The IsOpen() check always returns true.
So i tried using frob_action_script again...
float doorState; void closing_sound(entity target, entity activator, entity this) { if(doorState) activator.getTarget(0).startSound("snd_lockpick_pin_14", 0, 1); activator.setFrobable(0); sys.waitFrame(); //sys.print("done waiting"); sys.waitFor(activator.getTarget(0)); activator.setFrobable(1); } void nu_Frob(entity that) { doorState = that.getTarget(0).IsOpen(); frob_button(that); }
APPARENTLY all global data is reinitialized any time a script function is run GGRRRRRRRALSKDJFASLFVNKZX<>M@P#$(5u@#P%..... now i'm really pissed. like... urrrghhh.... any ideas how to do this check without rewriting the state machine? function just needs to know when the button is frobbed when door is in closed state, it doesn't care about anything else to work properly.
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interesting... getTarget(n) does not return targetn spawnarg value. instead it returns the nth target listed from top to bottom in the spawnarg list, regardless of numerical order. tdm trying to throw more wrenches in my gears
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Damn, i guess that ruins my reputation for being the most well-adjusted, PC and newbie friendly member of the community . i get a little snippy when people that have been using the the game/editor for less than 5 hours start up with the mega-text-walls of stuff the overworked pro-bono devs should jump right onto.
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i've worked out a scripted solution for uninterruptible doors that use a button/lever/whatever to activate them. see the post in my mapping thread for details. if theres any interest in script for just plain ol' doors, i might think about trying to write one of those as well.
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ITS DONE. finally. fuck frob_action_script i translated the whole thing to work on a target_callscriptfunction entity that can actually use the sys.wait family of script events.
here is the code for posterity and any lurkers interested:
void closing_sound(entity target, entity activator, entity this) { if(activator.getTarget(0).IsOpen()) activator.getTarget(0).startSound("snd_lockpick_pin_14", 0, 1); frob_button(activator); sys.waitFor(activator); activator.setFrobable(0); sys.waitFor(activator.getTarget(0)); activator.setFrobable(1); } void nu_Frob(entity this) { $DoorSound.activate(this); }
this script adds "while closing" sound functionality to any doors that use a button. i guess a lever, or other things might work too.
doors must be uninterruptible. can be single door, double door, doesn't matter
button: target any door on target0. do not target the target_callscriptfunction entity with the button, or anything else (leave it untargeted). Set 'frob_action_script nu_Frob' on button.
door: set 'snd_lockpick_pin_14 mySoundGoesHere', or use any other "snd_x" spawnarg you think will never get used to your desired closing sound on the door entity. set 'snd_close -' on door unless you have another sound to play when door snaps shut.
target_callscriptfunction: only need to make 1. Name it DoorSound. set 'call closing_sound', 'foreach 1' on it. target any entity with it, doesn't matter what. good choices are probably ambient_world or the info_player_start, or something that will always be in the map.
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once a thiaf always a thiaf. some decisions are too stupid to ever let anyone forget about.
xbox one will always be xbone even if they change the name to something not retarded.
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selecting/deselecting things makes up for 90% (if not more) of the editing workflow
Well i guess if you spam select/deselect 9 times before making a useful action, you probably want to get in some more practise at mapping.
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so sys.waitFrame() does nothing here, and yea it just skips the whole check before it starts moving.
sys.wait and friends don't work in threads called by threads called by frob_action_script either, as far as i can tell.
*sigh* i'm gettin ready to throw in the towel here. also tried using a while(door.isMoving()), but it still needs the waitFrame to work. there is just no winning with frob_action_script.
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now i'm really worried.
sys.wait and sys.waitFor both don't work. thats a gamebreaker. am i the only one experiencing this?
edit: ok it works in other script functions. but not in the one called by frob_action_script. really weird...
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ent.setFrobable(0); sys.waitFor(ent.getTarget(0)); // retrieves target0 (the door), and wait til it finishes its move ent.setFrobable(1);
i dont know what this is supposed to do, but it does not seem to prevent frobbing at all (yea i got it linked up to the door, and verified the link works). Im trying to find private data of mover entities, or mover script events, or anything at all that can just tell me, or that i can use to find out when there is a state change when a door fully opens or closes, and i cannot find a damned thing without bloodgate.
Ok so i looked up waitFor
/** * Waits for the given entity to complete it's move. */ scriptEvent void waitFor(entity mover);
that looks like it should do what you described, but now i'm aggravated that how the hell would I even find that if i wasn't told about it? just spend 45 minutes scanning script files and def files until i find something that sounds like it fits what i'm looking for? its madness. i'm really frustrated right now. i can't find anything i need, and stuff i need doesn't work, and blah. i need bloodgate or i'm gonna go nuts soon.
Fan Mission Beta Test: Elite City
in Fan Missions
Posted · Edited by ungoliant
Oh god, all the books in this bookstore have no covers!!!!!! How do i decide which one to buy?!?
otoh
This might be one of the weirdest and also most ineffective personal testimonials of the quality of ones work i've ever seen. And I've seen some weird BS boasts on the internet before.