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JackFarmer

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Everything posted by JackFarmer

  1. Ah, it's reloadDecls. Wow, using this ingame and switching between DR and DM is very useful. Thank you for your help.
  2. @Dragofer "reloaddecls" does not work. Does it need a prefix? I cannot find the command in the list of useful console commands.
  3. Is there a way to "prevent" particles from "penetrating" through brushes? I do not know how to express this more accurately, please look at the picture below: This goes for several particles I am using (water falls, steam vents).
  4. I have a switch that activates a mechanical device. To make sure that the player notices that something important has changed, I have positioned several lamps in certain corridors far away from the switch in question. The current setup uses targets from the switch to activate the lamp entities. An elaborate task if you have several lamps and/or want to add additional lamps. Could this be solved via S/R as well?
  5. @STRUNK Moving the Star entity inside the picture entity did the trick! I will do a dmap of the section in question for your reference and have it uploaded.
  6. @STRUNK I will move the star further away and will see what happens. The sound should come from D or the Star (preferable would be D of course, as the Star shall be located in a blue room. I gave the Star a sound shader and the property s_waitfortrigger---1, but that does not work. It neither works on D. Hm....
  7. @STRUNK Regarding the "rotator", I have created the following setup: A= Button B = Trigger Relay C = Star D = Func_static C and D have the same XY position. D includes the spawnarg "bind_Star" Test: When pressing the button, sometimes D rotates according to the Star specs, but most of the time it does not move (or only moves a few degrees). The crazy thing is, if I try this in WS1 with smaller fs_brushes (and even with entity "D"!), it works perfectly. The other problem is, that I do not get sound playing during the movement. It would be great to have a default door mover with the property "invert_on_trigger--0/1".
  8. @STRUNK Soooo....I looked into it, had the item (STAR) rotated, arranged for Z axis rotation and removed four of the stoppers: Result: Works like a charm. I have to admit that I do not have much experience with the S/R editor, but I would have never thought it could be used for things like that in the first place. I will try to incorporate this setup into one of my puzzles and will revert to you asap. Many, many thanks for your prompt help! Jack
  9. @STRUNK Thank you for that! I will check it out tomorrow (as soon as I am sober again). I will leave now for our NYs party. Have a good one! Jack
  10. @STRUNK Outstanding to the max, this is extremely cool!!! Dragofer would say, you are truly a member of the Inventor's Guild! Keep on the good work! Jack
  11. @STRUNK Thank you for your quick reply. I already thought about using func_rotate, but was hoping for an easier solution (I was positive that there was a spawnarg like "invert_on_trigger--0/1" for basic movers...). I will try your suggestions and get back to you . Until then: Happy New Year! Jack
  12. I need movers translating/rotating only in one direction every time when triggered. How can I do that? I thought that would be possible with translating door and default door mover, but every time when triggered, they change direction. Is there a command to stop the inverting? Example below: 1. Using switch B -> entity B rotates +45° 2. Using switch B -> entity B rotates another +45° etc. ------------ 1. Using switch A -> entity translates + 100 2. Using switch A again -> entity translates another +100 etc.
  13. Is there a gas arrow that could be collected somewhere? I have a guard walking (respectively running) permanently into a wall (even when alerted through noise arrow or regular arrow).
  14. Will there be something like Talos II in the future? I vaguely recall that it had been announced a few years ago.
  15. Goldwell and kingsal collectively working on a mission? That's like Mozart and Beethoven together writing a symphony! Thank you for that, will check it out later today. Jack.
  16. Thanks to demagogue, and dragofer I finished TLC, 2:
  17. You are a real MF. Yes, you are. Your friend, Jack. When will you publish SOLS?
  18. Hello Dragofer, You want the hands and the feet to remain at a certain position at map start?
  19. Wow, you have been reverting to this game now on several occasions. I am very delighted that you love it and I admire you passion. As reported in other posts, I am not good when it comes to similar games. You think I shold try to master DS (PS3) before I try/buy this game? P.S. Ansonsten schreib mir eine PM. Hab keinen Bock meine Spieler-Historie hier auszubreiten, außerdem bin ich dir da sowieso Jahrzehnte voraus.....
  20. @joebarnin Hello JB, I will get back to you asap. Thank you for your help.l I will get back to you on that issue via PM. Thank you for your help ! Jack
  21. A serious seasonal warning: Beware of the bad Santa Claus (once again):
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