Jump to content
The Dark Mod Forums

STRUNK

Member
  • Posts

    479
  • Joined

  • Last visited

  • Days Won

    14

Posts posted by STRUNK

  1. @Geep

    I wanted the script to be as stupid/simple as I could (not hard for I'm not a scriptkid), to have it "safe". : )

    But somehow the func_mover_dragofer triggers itself via S/R, where a frob action is the stim and the response is triggering the script, if I remember correctly. But maybe just that is where it goes wrong with more then one in a map ...

  2. @HMart

    I had to put a monsterclip above them otherwise the would swim also above the water, so putting one just above the floor would fix the intersection, and about their behaviour .. well yes, it's just how it is. With search on they react strongly to explosions and all go to where the explosion was ... and then the game crashes : O

    So, not perfect but nice to have these fish that @VanishedOne got to work for TDM: https://forums.thedarkmod.com/index.php?/topic/20318-arx-eos-fish/

  3. @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 : )

  4. 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

    • Like 1
    • Thanks 1
×
×
  • Create New...