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JackFarmer

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Everything posted by JackFarmer

  1. Yes, you are right; I will try it this way. Thanks!
  2. Yes, you are right. It would be cool to have something for this as I like to create wilderness and cave missions.
  3. 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.
  4. This Silent Hill thing is not a free game one can download? I would like to check this one out as it looks like a dramatic improvement of the PSX original. How do they produce these games? Is there some sort of "Dark Radiant for HL2 "? Sorry for the dumb questions, I do not do much outside Thief/DM (especially when it comes to video games I prefer Playstation formats) and started mapping only because I happened to see a DM promo video in which an off-voice reported "it is very easy to create missions with the Dark Radiant".
  5. Using SEED with already existing 7,000+ (I think the problems started with ca. 7,200, not sure anymore) entities prevented HHI from compiling (although I only combined 10 - 12 entities in one case). Later on in the process I was able to reduce the entity count to a lower value by merging func_statics as per demagogue's suggestion. However, it seems to be a good idea using the SEED function long before the entity limit comes in sight.
  6. @Jedi_Wannabe You have added trees in the corner and additional bushes close to the walls, very good idea. Did you "SEED" the hassocks?
  7. I want a guard to sit down, then write x seconds into a book, then sleep for x seconds, the write x seconds, then sleep for x seconds, etc. Thus, I have created the following setup: In the game, everything works ok, but the guard does not wake up anymore, he sleeps permanently. Why is that? Does the wait option not work with path_sleep? I have tried C with pathcycleanim and added the sleep animation, but it does not work correctly, as only the "go to sleep" anim is repeated for 60 seconds,
  8. Thanks, but, converting to f_s does not change anything. I will try your other suggestions and will let you know here.
  9. @STRUNK No, they remain static, just as real geometry. The closer to the center position, the smaller, until they finally vanish:
  10. I've created a vaulted ceiling as per Sotha's tutorial. In the editor it looks ok: ....but ingame all four middle sections show this weird patch-like looking thing: What is causing this?
  11. You mean embedding uploaded videos from YT, Viemo or vidlii? Simply copy the URL and paste it in your message where you want it to be.
  12. That complies with what I've read in several reviews. I have not read the books nor played the games. Not having these preconditions, does it make sense to watch the show in the first place?
  13. a. setup with path corners only, switch moved away from the sliding doors: no difference (AI walks in circles) b. setup with path corners and path interact, switch at original position: works perfectly and looks like from a textbook (however, this setup causes the before mentioned problems when switches are used by other AI or the player) Should "a" work in general? I cannot recall a previous mission with such a door/switch setup. I have the feeling, that the AI does not "see" that the sliding doors are closed. I am just wondering how it works with regular doors. Does the code check the condition of the VP and therefore commands the AI to either open or close the doors? However, my sliding door includes a working VP as well. Covering the sliding doors with identical solid brushes does not work as the brushes cannot be bind to the doors. Even if that would work, the code would not know that they are (the solid brushes) part of the door/switch setup. I will try something with AAS Obstacle or MC/nodrawsolid as fs and have it linked to the doors.
  14. I incorporated sliding doors (A) with switches already in HHI and HHVF. They did not pose a problem there, because AI was not meant to operate the switches and walk through the doors on normal patrols. Well.... A. The sliding doors (A) open/close only through switches (1) and (2). With closed doors, I've tried the following: path corner inside building -> path corner outside building - result: AI walks in circles before the door. As soon as the player opens the door with the switch, AI passes through it. path corner inside building -> path interact (with target0 - switch) - result: AI stops before switch and refuses to do anything. (I am not even sure if I should put a target property towards the switch, as otherwise it is not possible to give the the path interact another target that would be addressed after the interaction with the switch. I cannot find more information abouth the entity on the Wiki and the inherent properties include nothing special. Even if I would get this setup working, it would already cause problems as soon as the player would have opened the door BEFORE the AI wants to interact on its patrol. Can somebody point me to a map with a working setup? I cannot recall seeing something similar...
  15. @STRUNK Thank you very much. I could have lived with the lit model as per my export, but I'll take your version, of course.
  16. @STRUNK Oh holy taffer, of course, that's the solution. @demagogue Now I understand what you mean (see post before).
  17. Correct. It shall remain inactive during the entire mission, thus a simple model would do the trick. However, With the keyword "steambot" the only model I can find is the one in the char folder, and that one does not show up ingame (see previous post). Hm...
  18. I've got a container that shall include a standing idle steam bot. The bot in the shot above is taken from the char folder and does not show up ingame (I anticipate this is used for character rigging). How can I create an inactive bot?
  19. I am pretty positive it is The Accountant II @nbohr1more This is from the relevant thread, I have highlighted one important sentence:
  20. @Dragofer Is there a command similar to reloadDecls when changing rotating spawnargs on entities?
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