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Frost_Salamander

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Everything posted by Frost_Salamander

  1. If the AI won't recognize it if AI_USE_DOOR isn't set, why do you need a func_aas_obstacle entity? I get that triggering it off would allow the AI to walk through it after it's been opened. Or are you saying forget about the spawnargs and just rely on the func_aas_obstacle? I want the AI to be able to use the lever door, just not by frobbing it. That's why I have 'frobable' set to '0'. However this gets ignored by fleeing AI. In the scenarios I listed above, both doors are being opened by fleeing AI by frobbing them, which shouldn't happen. This is why I was asking if 'ai_should_not_handle' is the right way to do it (which doesn't seem to be the case). In short, this is what I think the game should do: If a door is marked as non-frobable, the AI shouldn't be able to open it by frobbing it. If a door is marked as non-frobable and has a controller, the AI should only be able to open it by using the controller (if they can reach it).
  2. I didn't realise this until very recently, but AI can open doors when they're not frobable. They do this when their alert level is raised. For example if it's an unarmed AI and they see you and start running away. What's the best way to prevent this? I've tried "ai_should_not_handle" but there are issues with that. I have 2 scenarios: A door controlled by a lever. If I set ai_should_not_handle on the door, the AI won't use the lever to open it either. Fine for unarmed AI, but not for guards, etc. a secret door controlled by a trigger that I only ever want the player to be able to open. If I set ai_should_not_handle on that, the AI won't open it (good) but they won't walk through it when they are chasing you (bad). Again, fine for unarmed AI but not for guards. Is there another way to do this? Also, if this is the default behavior it feels like a bug.
  3. Yes thanks for that. I didn't realize the glass materials were 2-sided. I've changed the windows in my WIP FM to patches instead now. In the test map, 3 of the windows are brushes, but the last one (on the far right) is a patch.
  4. Isn't that in the latest dev build though (which is what I'm using for the TDM install that I'm running @duzenko's exe from)? Also his download included a 'glprogs' folder that I also copied into my TDM installation...
  5. Sorry finally got around to trying this - it still looks like this: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475732
  6. When I tried your .exe, I got this: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475732 You also suggested trying the 'latest development build'. I asked if that can be obtained using tdm_installer, and you said 'yes'. That's what I reported here: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475856 So - I am probably doing something wrong but not sure what
  7. So just tried with latest dev version and it looks the same as 2.10. That is, still can't see the water through warp glass. I tried both the test map (render.map) and my current WIP map. The console says my version is 2.11/64 #9944
  8. Is it supposed to be all black like this? Anyways, I can kind of see that it's working (this is the warp window I'm looking through here)
  9. That worked. Now, what do I do with this? Move it all to my TDM folder and run it?
  10. @duzenko I get a 403 when I try to download that - permissions need tweaking?
  11. I got the trigger_look working, but with a couple of problems: The trigger will activate as soon as I get close to the entity even if I'm walking backwards towards it (i.e. not even looking at it). The 'once' spawnarg doesn't appear to work as expected. I'm triggering a script with this via a atdm:target_callscriptfunction entity, and it fires a second time even though I've set the spawnarg 'once' to '1' on the entity with the trigger_look scriptobject. I am able to stop this using a global flag in my script, but that's a hack if this functionality is available in the script object. UPDATE: It seems to work OK with ai_trigger_look. It doesn't fire multiple times or fire when I'm not looking at the AI. The issues seem to be with 'trigger_look' only. UPDATE 2: I'm an idiot - I just realised that tol_angle is 'tolerance', and the page describes what it means. I put in a value of 90 just to make it work which is is obviously totally inappropriate, so I think it's why it was triggering while I was looking away from it.
  12. OK that makes more sense. I'll update the article accordingly. The reason it didn't work when I tried to include it is because I named my script file wrong (tdm_custom_script.script instead of tdm_custom_scripts.script) One more thing though, the article says: what is 'tol_angle' for? I'm guessing that 'tol_distance' is the same as 'distance' in 'trigger_look' in that it's max distance? it says these are 'parameters', but practically speaking does that mean spawnargs on the AI?
  13. I didn't, no. The article doesn't say you need to. It says to add the spawnarg, and then 'that's it'. Also, the 'trigger_look' and 'ai_trigger_look' are both distributed with TDM (in tdm_base01.pk4\script) - why do I have to include it anywhere? The article says: This makes me think one used to have to do that, but not anymore? I get the same error if I try this on an AI with 'ai_trigger_look' as well. I even tried including it in my FM scripts/ folder along with the include statement. Same error.
  14. I'm trying to play around with the 'trigger_look' functionality described here: https://wiki.thedarkmod.com/index.php?title=Triggering_events_when_looking_at_something The page says: however when I do just that, on map start I get the following error: "Script object 'trigger_look' not found on entity <entity name>". Also, the page goes on to say if you want to use this with an AI, then to "merge trigger_look functions with the AI's script object" and gives an example to download. It also says "See also in the TMD distribution: tdm_base01/script/ai_trigger_look.script". Does this mean we can just set the scriptobject on the AI to "ai_trigger_look" instead of "trigger_look", or do we have to write our own 'merged' script object? It's not clear from that page.
  15. okay I see what you mean now - this material is 2-sided, so even with a patch you see it on either side. In the new version of the map, the last window on the right (which used to be empty) is now a patch textured with 'test_warp', so it's one face but with a 2-sided material. render.map
  16. Let me get this straight: - I change the window so it's only using the warp texture on one face. Does it matter what's on the other side? - I use a material name that doesn't exist. How do I do that? Should I copy/paste the existing shader to a new one, call it 'test_warp' and put that in the map? You won't have it, but is the point that you will write one? Sorry if I'm being thick - just want to make sure I understand before I upload a new version...
  17. Sure, but I'll need you to specify exactly what you need because I don't really understand what's happening on the same level as you do. Name it and I'll add it to the map. If it's not two-sided how do we replicate the issue? Do you want a 'window' with only one face textured with the warp glass?
  18. just had a look, and there is definitely only the one window entity there that was formed from a single brush. If anything else changed I have no idea what is was...
  19. the only other thing I did (and I forgot to mention, sorry) is I made the windows a bit thinner, but that shouldn't have made a difference in terms of the number of surfaces right?
  20. here you go. The warp window on the far right (as you face the water) is now a func_static. render.map
  21. @duzenko you could just change one of the windows that are using clear_warp to a func_static. Do you want me to attach a new version of the test map? If so, is there anything else I can put in it to make it more useful?
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