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JackFarmer

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Everything posted by JackFarmer

  1. Extremely cool, my friend!
  2. Check this: https://wiki.thedarkmod.com/index.php?title=Location_Settings#Ambient_sound Look for the headline "Sound fading". Maybe it comes in handy in your case.
  3. Hm, ja, I recall that problem from past projects. I think there is a default fade in time for all location settings based ambient sounds...? @demagogue I create all my ambiences myself and (I think this problem was also one of the reasons) have provided them with longer fade ins to avoid hard transitions.
  4. This is with volume -15 in area 1: https://streamable.com/o1fidu
  5. Hm...maybe I'm not understanding this correctly. When I go from the first room to the second, then the third and back again, the first room is much too loud again. Are you sure it's not the same for you? The fact that the transition from 1 to 2 is quite noticeable here is more likely due to the fact that ambient 1 is much too loud compared to the others. Why not simply reduce it as you did with ambient 2? I have now also set the volume for the first room to -17 and then I no longer notice a hard transition.
  6. Please look into The Black Mage. Look out for the following entity names (not inventory names): white_plate_flex (this is the item to be picked up) white_plate_fix (this is the item that will show up once (1) has been frobbed on (3) white_system (this carries the used_by and used_action_script information) The name of the action script in tbm.script is "whiteblock". Entity class of (1) must be a key. For reasons unknown it does not work with custom_object entity classes.
  7. I am afraid this does not work without a little scripting. Do you want me to point you to a mission and the relevant items so that you learn from it or do you want me to provide you with a test map...from which you would erm...learn as well.
  8. Yeah, I know what you mean. For some reasons, the entity type atdm:moveable_custom_item does not work as intended and the only workaround is as per you description via approximation, but: if you use a key category instead of the moveable item, then it works with frobbing. @cvlw Clint, please answer my question in my previous post, then I will provide you with a setup for your to modify in your map.
  9. One clearly defined entity that can only be used with frob on another clearly defined entity?
  10. hm..I I put a mtr file with that text in the materials folder...but then lightening is not triggered anymore in game on my end...
  11. The problems with the lightening texture has vanished, moreover, the camera screens work now perfectly, I had here and there strange results (glass texture not showing up, lights do not show up) in 2.11 and the previous beta. Thank you @stgatilov
  12. Yeah, especially when you alert guards near elevators, it's not uncommon for crazy scenes like this to happen.
  13. Yes, I am with you. @nbohr1moreShow the Swiftsender the way to the next trapdoor.
  14. ...and if the model of your fan should also have a rotation (as for example in the greenhouse in HH VF), then proceed as follows: 1. convert the unrotated model of the "real" fan into a func_rotating (A) as described by dragofer. 2. depending on the orientation, select the x or y_axis property (if you enter zero for both, the fan will rotate around the Z axis) 3. now give A the desired rotation 4. clone A, place it in a blue-room and convert it into a func-static (B) 5. give A the property "bind" - B"
  15. I hereby award you the vacant title "DR Superbrain Problem Solver"!
  16. Thank you for the info. What can I do about the lightening affecting the light gem?
  17. Went for the thunder def file and added the last lines as follows: fx fx/thunder { { //creates light delay 0 name "thunderlight1" duration 0.4 restart 0 light "lights/biground1", 0.35, 0.35, 0.7, 99999 ai_see 0 } ... { // sound delay 1.5 name "thundersound" sound "thunder" duration 10 s_volume -15 } } Repeated this for every other thunder/lightening def in the relevant file, but the added lines at the end do not work...
  18. Very impressive work, and I can't even imagine the workload to be done (readables, dialogs, monologs, briefings, new idle animations, etc.) apart from the not exactly easy mapping with DromEd (or however that's spelled). If someone had told me that they had been working just on Mission 2 for seven years, I would have believed it immediately. You can tell that the convoluted design of the original game was used as a reference, and I personally find it even more complex. It took me almost three hours to complete mission 2 on Expert. I'm now in mission 3 and everything is quite bright there...thankfully the Thief AI isn't that demanding...in the Dark Mod such an enlightened mission would be very "challenging" (to say the least) and would cause quite a few nervous breakdowns!
  19. Is there a way to reduce the sound of the thunder? (s_volume on the entity does not work) put the "ai_see - 0" property on the lightening?
  20. Our friend datiswous has created subtitles for "The Black Mage". He also managed to shrink the size of the briefing video file without significant quality losses.

    Version 3 of TBM is now available through the in game mission downloader.

    Thank you, datiswous and happy Christmas everyone!

    1. datiswous

      datiswous

      Happy Christmas!

    2. chakkman

      chakkman

      Very nice mission. I just finished it for the second time the other day. :)

  21. @nbohr1more Can you help?
  22. You are right; this works!
  23. I really wish it had been my stupidity and that you could confirm that it works exactly as I described. I don't have a torch by the way. I have a magic light, but then I should be able to just create an invisible dummy func-static with the S/R properties...? Even worse is that you can't seem to turn off the response to water. In addition I need a flame that can't be extinguished with water. To achieve that, I thought I could simply deactivate the water stim. (EDIT: this seems to work fine).
  24. So, I wanted to build on my good experiences with the "Frob" stim/responses that are attached to all entities and find another use for them...and I failed again. Task: If the player extinguishes a certain flame (A) with a water arrow, a script should be started and A should be completely removed from the map (so that it cannot be ignited again with a fire arrow). Solution idea: Every flame has an inherited response to water/water arrows. You can also see this in the S/R editor. So I thought, I'll just add another response to water on the flame and add the desired commands. Result: It doesn't work, the script won't start and A does not get removed. What am I doing wrong? @Dragofer: Sorry for being such a pain, but this drives me crazy. @grodenglaive@Frost_Salamander: For your information...Maybe we should start an extra topic for the the whole subject...?
  25. @grodenglaive@Frost_Salamander When you've understood the system in general, then this is a very good tutorial when you want to understand how to basically set up custom stims. Springheel used it for pressure plate traps:
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