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BlackMagic

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About BlackMagic

  • Birthday 11/22/1954

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  • Gender
    Male
  • Location
    Buford, GA
  • Interests
    All kinds of things. Retired.

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  1. I have a bit of energy this morning, so I copied the tdm_player_thief.def into my fm\def folder and made the changes. Didn't help. Even did a dmap just to be sure, but the darn hat still blocks the view. WHAT am I doing wrong? Think maybe this stuff is just beyond my aging brain... :{
  2. nbohr1more; Thanks for responding. I would have reported back quicker, but dealing with health issues. SO, I tried adding that info to my head def and then to the hat def, and then both. Didn't help. Do I need to make an ACTUAL player def? when I have a bit more energy I will try to find out how to do that - IF I need to. So many layers to this stuff.
  3. SORRY for the multiple messages. EVERY time I clicked on submit, it said portal time out, and it seemed like it had no been submitted - so I kept trying. Finaly gave up, and NOW i can see it TOO many times. GEEEZ pita!
  4. I figured out that I could change player head - to add a cowboy hat instead of thief cowl - but it bobs down into vision when moving. Also it covers view when looking up. I created the head by creating a def file for the hat and the "new" player head. entityDef prop_cowboy_hat_whi { "inherit" "func_static" "editor_usage" "A cowboys's hat" "editor_displayFolder" "props/wearables/hats" "mass" "0.6" "model" "models/darkmod/wearables/headgear/hat_cowboy.ase" "skin" "wearables/hats/hat_white_plain" "remove" "0" "solid" "0" "arrowsticking_disabled" "1" // grayman #837 } entityDef atdm:ai_head_thief_player { "inherit" "atdm:ai_head_base" "model" "head_08" // bare head "skin" "heads/clean_heads" "def_attach1" "prop_cowboy_hat_whi" // attaches to side without attach pos "pos_attach1" "velvetcap_1" "attach_pos_origin_velvetcap_1" "2 7 0" // y z x ? "attach_pos_angles_velvetcap_1" "90 0 -98" Is there anything I can do to fix this or am I just screwed?
  5. Here is the MUCH shortened script, and screen grabs (portion anyway) showing the before and after damage bar and console output. escape.script
  6. yes IO tried doing the following. after first gethealth, setting variable Player Health to to, then doing another sysprint of the variable and console showed that is had changed to 2, but still showed same health after damage was taken that it showed before . Tried with full health at start as well as with pre existing damage of about 40% health (by using noclip to sky and dropping). As far as my script, it is quite large, having force fields, explosions, smoke,dust, flying rocks, etc. but i will make a short test script and try that - and post here in a little bit. Right now I have moved on to trying to figure out how to change player head in a script since it is not available in DR, at least as far as I can find. My cowboy + cowgirl hats on heads look good on AI but how can the Marshall walk around in thief guard?
  7. In my mission, there is a script that is supposed to display a message if a player is damaged by an explosion. It didn't work because health stays at 100 even when the light gem shows damage was taken. at the start of script I did this; PlayerHealth = $player1.getHealth(); sys.print("Start health = " + PlayerHealth + "\n"); and it reports 100 (or less if player is damaged already) after the explosion (more) damage is taken per light gem, but this; PlayerHealth = $player1.getHealth(); sys.print("health now = " + PlayerHealth + "\n"); Still shows the value recorded before damage was taken. So how do I test for actual health?
  8. All of sudden, as I am building my mission, I am getting an error message that boog_gotisch is missing. Neither part of that name exits in my skin.mtr,or map files. In DR if I search for that name I see is listed under textures/darkmod/boog_gotish and it says Defined in _autogenerated_by_darkradiant_.mtr and Description says the material is missing! Well, DUH. I have not seen the name and it does NOT, nor as I know never has existed in my mission or ANY of the files. Is this part of default Dark Mod files? Confused (as usual), BlackMagic
  9. Yah, dx5 was what I had it, thinking I might need transparency. Will change before mission release. (So many things to do! geeez) OH, I couldn't get a decent prism using DR so I put a skin on an existing pipe, then fiddled about with other pipe bits and topped it off with a globe. The gold may be a bit much. Should I change it to a translucent whit?
  10. fixed it -FINALLY. Turns out all I had to do was change the dds file name from barberpole to barberpole_tiling_1d and now it works. Have it attached to a func rotate so it just gives me giggles to se it turning around like the real thing. here is the mtr content textures/darkmod/custom/barberpole { glass noselfshadow qer_editorimage textures/darkmod/signs/barberpole_ed diffusemap models/darkmod/signs/barberpole_tiling_1d } And I have attached a prefab if you want to use/play with. I have this outside the doctors office, since the barber was often the surgeon in the old west. barberpole.pfbx
  11. in DarkRadiant my barber pole looks like this (using DX5 DDS image as a skin); but in DarkMod the stripes are sloped only a smidgen at top of pole and then vertical the rest of the way down. What am I missing? I can't figure this out barberpole.dds
  12. Yep. Both checked. Tried it on round door with only rotate and only translate as well as both (my goal). In all cases the door was visually there but NON solid and NON frobable. Guess some change in base code over past 4 years. No biggie as I did a work-around. But acouple of hours testing - was it the water against the door? no. Something screwy with the brush door? No, deleted recreated, converted to model, still NG. Created regular sliding and rotating doors in water and out, with round model replacing normal one. Still NG. Was there any test I missed? On with the mapping, tally forth once more into the breaches. Mwah ha ha ha
  13. In my mission, I have a round door that rotates AND translates. I started this 4 years ago before I got cancer, and then the door worked. Not anymore! I finally got a ROUND to testing this. It does not matter the type of door, if the door is a round brush OR a round model, in the game the door is non-solid and non frobable. I can, however trigger it in the console and it works as it should. I am going to try and make a solid (rectangular) door in front of it as an overlay and use script to achieve my goal. Will let you know how it goes. Update: Works great, had to do a screen grab of the circular door+ wall of the size of rectangular door. Create dds image and material file, so I textured the rectangle door and you can't see difference in game. frob the rectangle, it vanishes and circular one rolls out of way. YAY
  14. And there is warm bread in the oven too! The Moor upstairs might be a bit upset..
  15. Actually, I worked it out by setting the speakers minDistance to 0.05, and then tweaked the maxDistance to shrink in the script. Thanks for responding thebigh. (does that mean The Big H?) have a virtual Fosters on me!
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