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JackFarmer

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Everything posted by JackFarmer

  1. Yeah this works, but this is a one way solution. What I need is that the guard would resume his original route when using the switch once again (because, for example, through afresh flipping of the switch, the trap door closes and the area above it is accessable once again)
  2. Check my post on April, 25th and the following discussion: This was also the very first thing I tried, and I am sure that it dit not work which made me search for other options. On the other hand, with different objectives types (grab item "xxx") it works perfectly - I had such a set up in my first mission. Conclusion: - you can silence a speaker with completion target when triggering this event through a "grab item" objective - you cannot silence a speaker with completion target when triggering this event through a "high alarm" objective (and the other way round)
  3. That was my first thought. The problem is, some of the completion targets in the relevant objectives are already occupied with other commands, and I think I cannot add more than one completion target...?
  4. Hello grayman, Unfortunately, it does not work, and I did not want to bother you again with this problem. If ok fro you, I will create a pk4 with a quicksave shortly before the player can end the mission.
  5. Yes, this is the only thing I could integrate into the mission. Turning the speaker off though does not work; the speaker needs to be teleported away. If I could teleport the speaker back into place once alarm level decreases and lute players starts playing the lute again, then everything would be ok. However, that does not work.
  6. Thank you for your answers. However, I have already tried to move the nodes through movers , teleporters or change_target entities. Nothing worked. Are you sure that one of these methods should work?
  7. I do not know where to post this (@Springheel: If not fitting, please move it to an appropriate section) If all mission objectives have been reached, the player shall says some final words.
  8. 1, AI walks from path note 1 to path node 2 to path node 3 2. Due to player's actions (using switches etc), path node 2 is not availably anymore (becuase it is maybe located on a trap door) 3. When path node 2 is not available anymore, AI shall go straight to path node 3
  9. There is no easy way to make a luteplayer react to player's actions. Thus, an lute playing AI would be very helpful with the following properties: - variable skins - at a certain alarm level, lute player stops playing lute and so does the designated sound files...when alert level decreases, lute player, starts again playing the lute and the designated sound file start playing once again - at a very high alarm level, lute player drops the lute (and sound file stops) and runs away
  10. Where belong the wishes for new entities or prefabs?
  11. I thought this would increase performance ? The guards in question patrol mostly outside the building (I think I have sent you the map earlier and you have seen the overall layout of the mission).
  12. Final adjustment for HHVF. I have set several guards to cast no shadows, but there are still certain parts of the body/gear casting shadows. I anticipate that's because these items are def attached. Is there a way to remove theses shadows as well?
  13. John Campbell with his take of a LZ classic: The album includes also a cool version of Tom Waits' "Down in the hole" with David Lynch vibes.
  14. Congratulations, that's it! I have already started it, but most of it still consists of blocks only. ...but I like Goldwell's try as well! ?
  15. Sorry mate, The mission is not that expansive compared to HHI and I have already five testers. But I make it up to you. If you want to, you will be the first in line for the next mission, called "HH: TLC".
  16. ??? You give me too much credit! When will you have time to look into the beta for performance checks?
  17. Hello NeonStyle, I took an extended Internet hiatus between ca. 2009 and 2014 and then did not post on a public forums before I showed up here roundabout 2017 (I think). And I have never heard from someting like "Live for Speed".
  18. Hm....let's try something different. Let's listen to a band doing a different version of a song they wrote in the 80s. It was popular among young dudes during the 80s to dislike these guys. I hate myself for following the herd back then. Truth is, these guys from Norway already did albums in the 80s including various styles in their music, some themes even very close to "The Cure". I can recommend their latest live album. Great music.
  19. Sorry, duzenko, but he´s got a valid point. This is something I discovered myself during learning how to map. Maybe it is linked to incorrectly sealed geometry.
  20. Wicked, you guys are in. Then we have the following: Beta testers: Amadeus, joebarnin & Jedi_Wannabe Performance checks: the merciless duzenko (I have checked, there are plenty of hide_distance properties and in addition I have added additional VPs, you will notice this when you receive the latest build) Well, at first try to finish the mission the regular way. If you do not run into problems, then try to break the game by doing things I cannot even imagine and try to get access into areas you are not supposed to enter. You have already started and finished a map. I dare saying that qualifies you for beta testing other author's missions!
  21. Hidden Hands - Vitalic Fever will be ready for beta testing in a few days. Play time should be around 1 - 2 hours. Map size is ca. 25% of "Initiation". Please sign up here. Would be good to get two people on board as Amadeus will also have a closer look. Cheers! Jack
  22. Does that mean that you could move a path_corner around during the game by binding it to movers and they would still work? I tried someting like that but it did not work.
  23. I have a problem with adding a final narrator comment at the very end of the mission. Once every objective has been cleared, the narrator shall give a final statement. How do I do that? I have tried adding an objective where I simply included the "Enabling Objects", added the restriction "two items are within a certain radius" with the following: - created a info location the size of the map (A) - for entity I have added "idPlayer" - for info location I have added A - then I included a very large distance ....but nothing happesn. How can I do that? And how can I make sure, that there is a certain delay before the final comment starts?
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