Jump to content
The Dark Mod Forums


  • Content Count

  • Joined

  • Last visited

  • Days Won


JackFarmer last won the day on February 2

JackFarmer had the most liked content!

Community Reputation

293 Legendary

About JackFarmer

  • Rank

Profile Information

  • Gender
  • Location
    Ingolstadt; Upper-Bavaria

Recent Profile Visitors

828 profile views
  1. That's not correct English? Oh lord, how embarrassing. I have been using this phrase for years now. I do not recall precisely, but I think I adopted this "saying" during my work stays in Singapore and KL ca. ten years ago....
  2. Then it looks like in the shot above plus the flame is visible. I thought it would be possible to trigger torches like regular lights.
  3. I've tried your suggestion as well on both a combination of flame entity plus torch torch model and one of the torch entities: After triggering, only the "light" (or whatever you call that) of the flame is visible, but not the flame particle effect itself.
  4. I want to activate torch flames through completion targets from the objectives editor. The flame entities received the following properties: Result: triggering only activates the light texture, but not the particle effect. What is my mistake?
  5. Yes, the pitch black attic was a design decision and there are actually two ways to illuminate it. Apparently, you missed the second possibility, which I did not include deliberately in the first place. As for the zombie, you should not worry; I looked after him the other day and he is still happy with all the mild vapours that are to increase his body temperature. Although, things might change once the experiments move on! Anyways, thanks for playing and your kind words! Jack
  6. Congratulations! Just started playing a little bit, truly a different concept! The scene with the horse provides for apocalyptic vibes!
  7. I've tried as per your suggestion, but that does not change anything. I already found one mistake: I used the objective "Entity in info location" instead of "Entity in location", but it is still not working. I will create a test map for the objective and start from scratch. UPDATE: @Dragofer You've pointed me in the correct direction; the component "DO NOT" needs the flag "Satisfied at start". Now it works as it should. Thank you!
  8. I want to create the following setup: a. The player must not enter a certain area (airlock) before he found a certain item (explosive). b. If the player enters the airlock without possessing the explosive, then the objective AND the mission shall fail. c. If the player enters the airlock and possesses the explosive, then the relevant objective shall be completed and the player can move on to the next area. I have created the following with the objectives editor, but I do not get it working in any way. Maybe I am confusing some things here...
  9. @grayman @demagogue The two of you were right: corrupted portals (grayman) placed in holes (demagogue). dema, your foreseeing abilities are gradually scaring me.
  10. How can I check the location/positon of the areas mentioned in the console report above? Is there a special viewer in DR for that?
  11. Yes, you are right; I will try it this way. Thanks!
  12. Yes, you are right. It would be cool to have something for this as I like to create wilderness and cave missions.
  • Create New...