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Deshtat

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Everything posted by Deshtat

  1. Thank you, but the situation seems a little different here. I'll remember to change brushes to func-statics if this happens, though ^^ I tried to reproduce this with the tutorial mission, but I couldn't find any problems with the lights. I'm confused x)
  2. No, it doesn't look like it... Actually, I found out the problem with the lights going through walls : the problem is that I'm stupid. I applied a texture that had "noshadow" in it on my wall x) I must have misclicked... For the other problems, though, I still have no clue.
  3. I mainly use a 8 sized grid for the brushes, though I use smaller grids for entities like torches or items. I'll do that this evening! No, unless the torch flames are considered as particles.
  4. I see! No problem though, I wasn't planning on including one, I was just messing around... Good luck with that! Since I'm here, I wanted to ask this : I'm having some weird, unlogical shadows since I started my map. Are these common bugs? Or did I do something wrong? Here are some examples : http://image.noelshack.com/fichiers/2015/09/1424996102-lights.jpg
  5. Probably a stupid question now : is there no model for werebeasts? I tried to add one just for fun, but it looked like a noshader box. When I approached, I heard a roar sound, and the the game crashed. I don't know if this is normal, or if I miss some resources.
  6. Well I already have a print command at the beginning of the script, but it won't show in the console, so I guess it doesn't run at all. I tried with one and two arguments, and without any as well, but still nothing... I really don't get it x) EDIT : It just worked! SteveL was right : R4Torch was probably used somewhere. All I did was changing the name. Thanks a lot!
  7. Actually, I don't get any error. The script just won't start as it is supposed to. I thought it had something to do with the info, but since I don't get an error, maybe it's all about the calling of the script itself. Just checking : does this water response look ok to you? It is applied to my torch.
  8. Well none of them seem to work. Maybe their is a problem with the water response, but I really can't see it... =/
  9. Thanks for your help ^^ I tried this : void thetutoR4Doors(entity player1, entity R4Torch) { ...} However, it still doesn't run. Is "player1" the right thing to write to designate the player?
  10. Good evening! So I've set up a water response on a torch, that is supposed to call a script. The problem is that I don't know what kind of info to give to my function. Here is the script : void thetutoR4Doors (???) { sys.print("\n\nTorch unlit"); $room4door1.activate($player1) ; $player1.setObjectiveState(8, OBJ_COMPLETE); } I tried to give no particular info, but it didn't run. Any ideas?
  11. Thanks for the quick answers Moonbo! I will try to do as you say tomorrow evening! I'm not sure I completely understood the second part, but I'll come back anyway ^^ EDIT : Couldn't wait, the first one works perfectly! Thanks for sharing! I'll try to do the second part tomorrow.
  12. Two new riddles for you guys ! 1) There is a corridor, in which there is only a lit torch, and some water arrows. I want the player to extinguish the torch. The problem is that I don't want the player to be able to pick an infinite amount of arrows, and I don't want him to get stuck if he runs out of them. Instead, I would like a single arrow to spawn every time the amount of water arrows in the player's inventory reaches 0. Do you know how I could do that? 2) I would like to call a script once the torch is unlit. I thought that there would be some kind of spawnarg such as "call_once_on_unlit", but I can't find any. I can't seem to do it with objective conditions either. Is there another way? Thanks again for your time.
  13. Well that is strange, I can't seem eat it, and I just noticed that I can't turn off candles as well... must be something wrong with my "use" input.
  14. Hi there, I have a little problem with my food props... I created a basic "apple" entity (from the movables), but it seems that I can't make the player eat it. All I can do is frob it, and moving it around. Is there a spawnarg I need? Thank you!
  15. Another quick question : what is the difference between the "solid" and the "noclipmodel" spawnargs?
  16. Nevermind, I had some visportals indeed, but it seems that the doors were not touching it enough for it too work properly. Thanks!
  17. Hey there! So I am making progress thanks to you all, and everything is going fine. I still have a minor problem I would like to ask you about, though : I created some unfrobable doors that will shut behind the player each time he successfully passes a step of the level. This way, he can't go back, and the engine saves some useless rendering. The problem is that the AIs of the previous areas keep reacting to the player's noises, even though they are not in the same room anymore. Do you know if there is a way to disable them completely? I first thought about teleporting them in a spare room, but I would like to know if there are more saving options. Thanks in advance!
  18. Well apparently none of my lines work, which is strange xD Even a single console print won't work. I think there must be something weird going on with the script call or the objective itself... I'm gonna check this, thanks x) EDIT : Could it be the fact the script refers to "other"? void thetutoR1fail(entity other) { ... }EDIT 2 : Fixed! It was this line indeed. I had to write it this way : void thetutoR1fail() { ... }
  19. Thanks! ^^ But know my game crashes as soon as the guard gets alerted... I should take a look a this ><
  20. I'll try this next time ^^ Thanks. For now I'm just using a script. Another question for you :3 I would like to teleport the player back to the "info_player_start_1" when he fails his objective. In order to do so, I created a script that is called when the objective fails: void thetutoR1fail(entity other) { $guard_noise.setAlertLevel(0) ; playerEnt.setOrigin( $info_player_start_1.getOrigin() ); $player1.setObjectiveState(3, OBJ_INCOMPLETE); } Unfortunately, I get this error when dmaping : Error: file maps\thetuto\thetuto.script, line 24: Unknown value "playerEnt" I got this command from the wiki, but I guess it is out of date. Do you know what I sould do? Thanks again!
  21. That's right, it seems to only affect the editor, and not the actual entity. This worked, thanks a lot! I will proceed this way from now on. Thanks, I tried this process as well, but it didn't seem to work for me :/ I don't really understand why.
  22. Well, here I am again x) I'm having a strange issue with my objectives. I want to create an objective that is completed when the player reaches the second room of the level. The two rooms have their own "info_location" entities. Thus, I want the objective to be completed when the "idPlayer" enters the room where "info_location_room2" is. I tried to setup my objective like this : The problem is that, when I save it, my objective "forgets" the last part, and instead of having "Name of single entity : info_location_room2", it turns back into "No specifier". Did I do something wrong?
  23. Yaaay! It works! Thanks a lot! I'm gonna try something else now... I guess I'll be back later. x) Thanks again!
  24. It seems you are right, I can't get it to work properly ^^ Actually, I created zones, with a "call_once_on_exit" script call. The script is supposed to close the doors behind the player. Here it is : void main() { sys.waitFrame(); } // this script is supposed to be called by the info_location. It closes the doors "room1door1" and "room1door2". void thetutoR1Doors() { $room1door1.activate($player1) ; $room1door2.activate($player1) ; }The problem is that, when the player exits the zone, the game crashes, and I get this message : I don't really know if it means that the script is wrong or if it has to do with something else... any ideas?
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