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JackFarmer

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Everything posted by JackFarmer

  1. Sorry, have been away all week. However, congratulations on the release! I knew that this would be liked!
  2. I don't know what I have been doing, but you are right, it works with S/R - see attached map. Grab the skull, press "R", walk towards the brush and see what's happening. Thank you! Geep ist right, the S/R system is a very powerful tool. frobtest.map
  3. Yeah, very good with respect to overall message, atmosphere and gameplay. Personally, I think that Bioshock 1 mirros the "frame-him" gameplay story of several other well-known games (Thief, System Shock 2, Dead Space 1, Dishonored 1 and the newest Prey) that is: 1. Player fulfils certain missions instructed by an apparently well-meaning third party 2. Player finds out that he has been framed by the third party (and/or the third party used a disguise) 3. Player has to deal with the consequences and eventually turns against his former alley. If you look through the events happening in all of the mentioned games, you can easily identify the similarities. However, I liked all of these games, but I was quite disappointed with Prey; the gameplay did not appeal to me and the loading times towards the end of the game when you had to re-visit several areas over and over again was the nail in the coffin.
  4. 1. The player shall pick up an item (A) that goes into the inventory 2. Then this item shall be dropped into the player`s hand (keyboard "R"). 3. Then the player shall frob a casing (B) with the item (A) 4. When the casing has been frobbed, item (A) shall be removed from the inventory and the till then hidden func static (C) shall show up (and some other action shall be triggered. e.g. a light shall be turned on) I anticipate I can do that with the objectives editor ("let entity A be within a radius of xxx"), but I would like to set this up via S/R...that is, if it is possible? I have attached a test map. I do not know how one can frob something when holding an item in the hand. Maybe this is not possible in the first place? frobtest.map
  5. Ah, I saw that and already thought there was something wrong when. Thank you, I will use this set-up then.
  6. You mean the fake book? I just removed the frob stim from it, but then it does not work anymore... attached: testmap with working set-up (book = fake / scroll = goes into inventory - the door was just to test whether I can bind the fakebook to a rotating unit) fakebook.map
  7. I finally got it; the fake book can have both stim and responses. Thus I gave the fake book the stim "frob" AND the response "frob". Additionally, the latter received to actions: 1. frob "real book - 2. remove_self. That works perfectly. Thank you very much, that solves one of the last problems with the puzzles. However, there is one more problem that might work with S/R as well but I do not know how to set it up. I will post this issue here asap. Jack
  8. remove_SELF is supposed to remove the fake func_static book from the map once the "real" book has been added to the inventory?
  9. I have a mechanical "bookshelf rotator" (or whatever you call that) using Strunk's STAR prefab: https://www.vidlii.com/watch?v=8w9UQSFUaMy I want to put a book into one of the shelves that the player can pick up and read. Movables books and scrolls do not move with the bookshelf and if I bind one of them to the bookshelf, they become non-frobable. How can I do that?
  10. 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....
  11. 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.
  12. 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.
  13. 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?
  14. 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
  15. Congratulations! Just started playing a little bit, truly a different concept! The scene with the horse provides for apocalyptic vibes!
  16. 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!
  17. 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...
  18. @grayman @demagogue The two of you were right: corrupted portals (grayman) placed in holes (demagogue). dema, your foreseeing abilities are gradually scaring me.
  19. 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?
  20. Yes, you are right; I will try it this way. Thanks!
  21. Yes, you are right. It would be cool to have something for this as I like to create wilderness and cave missions.
  22. How do I tell these fellows to rotate? I cannot find anything in the WIKI entity list, and I have tried start_off/start_on/off/on...but nothing works.
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