Jump to content
The Dark Mod Forums

Deshtat

Member
  • Posts

    85
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Deshtat

  1. Hey there! I'm almost done with my level (actually, I haven't been working all that much since two monthes...). It's the first time I'm able to go this far in a personal project, and I think I owe you quite a lot! x)

     

    I'm having a unpleasant problem with my pathfinders and patrols, though : I would like to create a scene in which a door suddenly slams open and two guards rush in. Thus, I created this :

     

    - Two guards are created in a "void safe room".

    - There is a Trigger_once that the player can activate by walking through a corridor. It triggers some teleporters to summon the two guards in the nearby room, then it triggers the door to open.

    - The two guards are targetting a Path_corner that is located near the player. They are supposed to run to it.

     

    The problem is that, as soon as the door opens, the two guards don't rush to the Path_corner. They just stay still until they notice the player.

     

    Is there a problem with the fact that they tried to go to the path_corner while they were in the enclosed void-room? Did they go like "I can't go there for now, so let's ignore it" ?

     

    Thanks!

  2. Hey there, it's been a while!

    I have a rather small problem right now : at one point in my level, the player can notice several characters fighting. He won't be able to join them, for they are in a enclosed area, but he can watch them.

     

    During this fight, an important character (let's call it CharA) is struggling against several guards. My problem is that I need CharA to loose in the end, even though it can kill some of them. Thus, I want the guards to keep respawning (2 at the same time max) until CharA dies.

     

    I don't really know how to do this. I guess I could just "revive" the dead guards and teleport them back at the entrance every time they die, but I don't want the corpses to disapear on the spot...

     

    Any ideas? ^^

  3. Well I have more experience in 2D games, but I also worked on some 3D assets and animations for several student projects. It may take a while, because I don't have that much free time, but I think I can do this ^^

    I think it would be nice to start with this breed :

    http://worldpedigree.clubdogocanario.ru/static/uploads/dogs/1124.jpg
    http://www.101razasdeperros.com/images/fotos-presa-canario.jpg

    They look like strong guarding dogs. I could easily imagine them with the city watch or in any noble garden. Moreover, they mostly have a very short tail, which is easier to animate. What do you think?

  4. Hey there!

    So I've seen this thread a while ago, and I find it interesting since I need a guarding dog for my first level scenario. As there is no dog yet, I have to use a spider instead, which is a little out of place.

    I'd be happy to model and animate one, but I'm really bad with DarkRadiant importing and exporting system. Also, I work on Maya and 3DS Max, and I don't know how to create the requested animation files from them.

     

    If anyone is willing to show me how to do, then I'll be happy to help out.

  5. Well, since this a quite a small thing, maybe the player could move it around... if I recall, even loot items can be pushed around by other objects.

    Let's say I would like it moveable, should I include a second mesh in my file, with another texture, that would serve for collisions only? I don't really want the small triangles to collide with everything...

  6. I'm doing this right now ^^ I still don't really understand how to set collision models and all that, though... Should I duplicate the base shape?

     

    EDIT : Here is the new version.

     

    1425483726-sundial.jpg

    • Like 1
  7. Hey there.

    So I came across a painting with a nice looking sundial in it, and since I'm learning Maya, I thought it would be a good start. Here are the refs and the result :

     

    1425483855-tdm-forum-sundial10.jpg

     

    This is a very basic shape, but I thought it could be nice to have this in a workshop, or as a loot item.

    I don't really know how to put it in DR though. I'll try to do that later.

    • Like 1
  8. Well it was still a little complicated for me to understand, but I found another way to solve the problem ^^ I gave the AI the spawnarg "draws_weapon 0", this way he never actually draws it. Apparently, having a weapon in its hands prevents an AI from being knocked out, whatever the alert level.

  9. I think I would like him to forget everything, just like he was at his appearance in the map. Maybe it would solve the problem, because it seems that, once he spotted the player once, he cannot be knocked out.

     

    But, yeah, if he could sheath his blade as well, that would be nice too.

     

    It wasn't really a problem before, because the player had no way to alert the guards past lvl 1 or 2 before they were reset, but in this case he can set his alert lvl from 4 to 5 in a single mistake.

  10. Well, I just tried this, but it doesn't seem to work either. Oh well, I'll check this later ^^ Thanks guys!

     

    I have another issue though : there is a moment when the player has to knock a guard unconscious. If the player fails by alerting the guard (for instance, if he hits his back instead of his head), he gets teleported back, and the guard gets back to his first position with an alert lvl of 0.

     

    The problem is the following : even if the guard's alert lvl is set to 0 again, he still "remembers" being alerted at some point, and he keeps his weapon out. In this state, he can't be knocked out.

     

    Is there a way to prevent him from remembering previous alerts? Or at least, to make him act natural again?

  11. Too bad, I was hesitating between the two of them, since I didn't understand why it was talking about an "other" AI x)

     

    I'm having a small problem right now... I'm trying to explain to the player how to pick a lock with popup messages. The problem is that this is quite long to explain, and my messages can't hold more than six lines.

    Therefore, I tried to trigger two different messages :

     

    - The first has a "show" of 7 seconds, and a "wait" of 14000 milliseconds.

    - The second one as a "delay" of 7 seconds, a "show" of 7 seconds, and a "wait" of 14000 milliseconds

    - Both of them are targeted by a trigger_multiple. The first is on "target0", and the second is on "target1".

     

    I thought that, by doing so, I could get the two messages to appear one after the other, and to repeat themselves. The "delay" and the "show" seem to work fine, but they don't seem to follow my "wait" instructions, and they keep appearing on top of each other after one or two seconds.

  12. Does anyone know how to make a script that checks if an AI is alert? I need to circumvent the bug in the objective system that sometimes fails to detect AI getting alerted.

     

    In pseudocode:

    if($ai_named_bobby.alert==TRUE)
     {
    something happens here
    }

     

     

    Well since there are 5 different levels of alert, you should probably choose how alerted your AI must be before the script goes on. If you want it to run at level 2 alert or more, then you might want to trigger the script whenever the AI's alert level is >= 2.

     

    I think the getAcuity() might do the trick, according to the wiki, but maybe I'm wrong.

    void check_ai_alert() {
    
    float MAXALERT = 2;
    
    if($ai_named_bobby.getAcuity() >= ALERTLVL) {
    something happens here
    }

    Well I'm still a beginner so it might not be correct x) Also, I don't know how to get this script to repeat itself often.

     

    I never had any problems with the alerts detection in Objectives though.

  13. In DR under "Targets" you'll find atdm:gui_message, which has a Text spawnarg that you can overtype with whatever text you like. Target the entity by any of the usual methods, like a door opening or a trigger or something looted, to get it to display its pop-up.

     

    Thanks! This is what I was looking for.

     

    I'm a little confused though : in the tutorial mission, most of the messages appear when the player is near something important. For instance, in the main room, the player gets different information depending on the door he approaches.

     

    I would like to have this as well, but I was told that the "trigger_touch" is very expensive when active. Did they use something else?

  14. You can run roq files on materials, and those can be used on guis which you can use to overlay the whole screen. So all in all it should be doable. But I never tried it. I'll see if I can setup an example map tomorrow.

     

    Just because I'm not sure about it: I recall reading somethin about supporting avis. Is this in discussion or already implemented?

     

    This sounds interesting ^^ I'll try to stay informed about this as well. Actually, it would be way easier for me to create some 2D cutscenes, just like in the old Thief games.

     

     

    I'm not sure how you would play a ROQ file in the middle of a mission, but you can create a cutscene with actors while freezing the player in place, and letting the actors play out the scene. This has been done in several missions, and there's a tutorial here on how to set up a cutscene using cameras and a conversation.

     

    Thanks for sharing! This may be of use sometimes.

     

    ---

     

    A quick question again : I would like to add some text on the screen in order to guide the player trough the level. Just like in the tutorial included with TDM. Something like "Walk to a ladder to climb it" or "Select the key to open the locked door". Is there a specific way to do this?

  15. I'll remember this from now on...!

     

    Here is another question :

     

    I want my campaign to be very story driven. Thus, I would like to add some cutscenes. I know it is possible to add movies at the beginning of a the map, but is it possible to have some DURING a mission?

     

    In this particular situation, something important will happen when the player steals an item. There will be a short cutscene, and then the game will continue. I don't know if I can do that.

  16. You were right, my Ambient Light had shadows on. It didn't really change anything though, apparently.

     

    But I found the problem : there was a broken vase model which was producing weird, enormous shadows everywhere. I disabled its shadows as well, now everything is working fine. Maybe I shouldn't have resized it.

     

    Thanks everyone! There are still some light curiosities here and there, but I'll see that later.

×
×
  • Create New...