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STRUNK

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Everything posted by STRUNK

  1. Catching some of these new fishes: https://streamable.com/qb49h
  2. @Geep sys.trigger ($my_entity); https://modwiki.dhewm3.org/Trigger_%28script_event%29 So it would be: sys.trigger($m_bob_entity); I think .. but maybe not now I think about it ..
  3. @VanishedOne I tried 4 times now with only can search off ... with 24 fish in water and 10 mines ... and they don't care and don't rush together.
  4. @VanishedOne With af_push_moveables off it still crashes. Gonna try again with can search off.
  5. @VanishedOne Unchecking "can search" seems to do the trick
  6. Thanx! There is even a baked skin : ) I got them to break the game. When one explodes they get very angry! https://streamable.com/z1slm // Tried to explode the mine without killing a fish .. they still get angry and kill the game ... with less fish even. //In water they behave the same.
  7. @JackFarmer Nice!! Glad I could help also : ) The two scripts in the folder should both be deleted, for the tdm_custom_scripts.script is telling the game to include the tdm_reusable_script.script: #include "script/tdm_reusable_script.script" If you have no other scripts in the script folder just throw it away completely : )
  8. Ok, I just finished a script and map for 8 of them : ) You can simply copy stuff to your map and bind to bob1, bob2 etc. Be shure to read the script file and adjust if needed. So if this works you can get rid of the former .script and .def files The script file goes in the maps folder and should be renamed tot the same name as your own map. Bob.map Bob.script
  9. @JackFarmer Ok, but does it crash also without the new bobbing mechanism? Dragofer mentioned he had crashes when using more of these at the same time .. so maybe that might cause the overload, and not your maps ...
  10. @JackFarmer Ok, I'm working on a very simple script now and only have to know how many object jou want to have bobbing, and if I know how much they should translate, and in what direction, I can put that in the script already.
  11. @JackFarmer Maybe replace the def and script files with the ones below, where I got rid off a lot of code that you don't need. custom_func.def tdm_reusable_script.script
  12. @JackFarmer Ok, that sucks. Could you send me the puzzle so I can try to fix this somehow?
  13. Meanwhile, in the kitchen, things have eggscalated ^^ https://streamable.com/gbth8
  14. @Dragofer This decal text making is interesting indeed,thanks for the link. I have it all in pieces because I want to do stuff with it, but if you like to check out if and maybe why it''s blocky, here's a link to the parts: Coffee Grinder Parts
  15. @Jedi_Wannabe I still have a few things cooking, and I don't know when I will be finished with it, but I will pack it all together finally and share it. : )
  16. @Jedi_Wannabe It has to have it : ) It's also on the stove ^^
  17. @Dragofer Didn't know that, but luckely I always export as .ase : )
  18. But will it grind? https://streamable.com/dteg9
  19. @VanishedOne Ok nice : ) I'd like to have a fish in the Lord's study.
  20. @Dragofer I could live with a simple sound system, and for the stresstest, maybe there could be a limit on frob/trigger fequency, where only 1 frob in 1 or 2 seconds is taken as an actual trigger .. if possible ..
  21. @JackFarmer Nice!! Also thank @Dragofer for the scripting Do all your puzzles work now?
  22. @Geep I don't know about the floating, but I know it's a very powerful mover ... but not finished yet I think .. @Dragofer ?
  23. @VanishedOne And where could one get such a fish? ^^
  24. @JackFarmer So it does work now? And will it solve your bobbing problem? If you need help implementing it in your puzzle just ask : )
  25. @JackFarmer It should be the same. I reuploauded the file. Can you try it again? (Put the folder in the fms folder, open TDM > new mission > choose Bobbing > install missiion, then open the console and enter: testmap bob ) Is the blue thing a func_mover_dragofer?
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