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JackFarmer

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Everything posted by JackFarmer

  1. @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.
  2. @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....
  3. @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".
  4. @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
  5. @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
  6. @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
  7. @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
  8. 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.
  9. 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).
  10. Will there be something like Talos II in the future? I vaguely recall that it had been announced a few years ago.
  11. 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.
  12. Thanks to demagogue, and dragofer I finished TLC, 2:
  13. Make things stranger,
  14. You are a real MF. Yes, you are. Your friend, Jack. When will you publish SOLS?
  15. I will check asap and revert asap.
  16. Hello Dragofer, You want the hands and the feet to remain at a certain position at map start?
  17. 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.....
  18. @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
  19. A serious seasonal warning: Beware of the bad Santa Claus (once again):
  20. You did not really miss much.
  21. Happy Christmas to everyone! And beware of the bad Santa Claus!
  22. I have replaced the the caulk brushes in questions with a simplified construction consisting only of four brushes. This works perfectly. Thank you. @demagogue Hmmm...yes, I am afraid I will have to check certain areas for that.
  23. I am afraid you are the very first to report this problem. The mission includes a custom script that allows the character Halfrid to "switch off" the appearance of the quill during his patrol. Have you been able to finish the mission?
  24. @Dragofer Thank you for that. I will check & change and will revert to you.
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