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STRUNK

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Everything posted by STRUNK

  1. @JackFarmer Jack .. I just had an ingenius idea : A stack of doors !! See WS4. Only thing you have to do is put a button and a trigger_sequencer in the setup : ) Hope this idea works for your setup. Otherwise I'm willing to look at it if you upload your map : ) WS4.map
  2. @JackFarmer This is very typical : D It seems TDM starts freaking out when too many things happen in the same place or something. I've had a lot of unlogical things happen, and then somhow, by placing things further apart it, it can be solved sometimes. So you might try moving the star further away from the scene ... Hope it works. About the sound .. where should it come from, and did it work when tested in WS1?
  3. @JackFarmer Since I'm at it .. I made the slider setup with a atdm:target_set_frobable to take control of triggering, so the button can't be pushed while the slider is in motion. There is a lot of targeting going on so it might seem complicated, but it's rather simple ^^ Button push triggers the trigger sequencer. Trigger sequencer triggers the GoPos2 button. GoPos 2 button trigger she Slider (elevator) + the atdm:target_set_frobable (so the button is not frobabla anymore) + FrobOn1, a trigger relay, that delays a trigger for 1.1 seconds and then triggers the atdm:target_set_frobable again, to make the button frobabla again ... etc. : ) WS3.map
  4. @JackFarmer I don't know if it should go back to the starting position at some point, but since the wait time on the trigger relay is set to 3.7, when it travels all the way back to Pos1, funny things happen when you keep pushing het button. ===== Forget about the speed, made it a mover_elevator and the speed can be set. Replaced the WS2.map. WS2.map
  5. @JackFarmer For the translating entity A you can use a multistate mover. I didn't think of it yesterday : ) I'll make a setup for it.
  6. @JackFarmer Thanx : ) But getting a final map together does take a lot of time with all these ideas that come to my mind : P
  7. @JackFarmer I made something quite easy for the rotation with stim/respons that totally works : ) .... It might not work on a very small scale though .. but you could just bind a smaller thing to a bigger mechanism. The little red cubes have a response (select > Entity > Stim/Response ), the little brass cube has a stim. WS1.map
  8. @Amadeus Thanx. I have (ugly) buttons on the diorama now to switch on/off the lights and func_emitters in the blackboxes. It now has 5 transparent screens : ) https://streamable.com/7xy8n
  9. @JackFarmer One thing. I'm trying the rotation now and with she speed of the fun_rotation set to 45 and the delay of the trigger relay set to 1, it tends to overrotate a bit. The delay will be more like 0.993 .. and I'm afraid this wil in the end never be really 100% accurate for it might have to do with the clockspeed of you your computer, but I'm not sure about that. Happy Newyear for you too!!
  10. @JackFarmer For the rotating you need funk_rotation, and set "invert_on_trigger "0". This starts and stops rotating when triggered. I guess you can have it turn 45% with a trigger_relay. Say the func_rotation turns 360 degrees in 8 seconds, you trigger it, so it starts rotating, and trigger the trigger relay at te same time. Give the trigger relay a delay of 1 second and let it target the func_rotate, so it will automaticly stop after 1 second. For the translation, you could use a sliding door, that slides, lets say 1000 units in 10 seconds, so it can slide 10 times 100 units. Do the same with the trigger relay to have it stop automaticly. But, after triggering it from the start position, you have to trigger it 3 times very fast to have it not reverse. You could do that with 2 trigger relays with a very short delay like 0.001. If you can lay out more what the specific working should be I could try to make a setup and share the map. Probably scripting would be more accurate .. but I can't do that ^^
  11. Experimenting with the transparent camera gui I made a sort of magic diorama: https://streamable.com/7tkua
  12. I figured I could make a "holographic projection", a 50% reflective and 50% see-through screen at 45% angle between your point of view and a display. I used the camera gui as a display, and reflective water as the screen, and it works : ) I made a black box (bc black) to put the model, light and camera (target_null) inside. This is a small setup, but big setups would work also I guess, for having ghostly figures floating around and stuff. Themeparks and magicians use this trick also : ) https://streamable.com/44b3v ====== Why not just have a transparent nonsolid camera gui? camerascreentransparent1 { qer_editorimage textures/editor/cameragui.tga nonsolid translucent noshadows { remoteRenderMap 232 232 // width / height of render image, ie resolution of screen red Parm0 green Parm1 blue Parm2 scale -1, -1 translate -1, -1 map "camerascreentransparent1" blend gl_dst_alpha, gl_one } } It also works : )
  13. @Goldwell @kingsal I'm playing it right now .. and yes ther are some sloppy things but the atmosphere is really goodI There is a hut and near that is a wall/patch of trees .. and I have been looking for something like that to surround my build. Can I "steal" it from this map and use it?
  14. Have been working on a boiler to get warm bathwater in the bathroom : ) 2019-12-25 11-58-01 - Streamable If someone is interested in using it, let me know.
  15. Very nice! I like the whole architecture and design of everything. You really have good taste I think. I'm going back now to find some more secrets and stuff : )
  16. @Destined You can obtain a test map with sample cameras in it here: camerawiki.pk4 , but not really. It gives a 404. Does anyone still have this file, and can it be re-uploaded to that, or an other location?
  17. How to get custom sound effects in my map? I want to have an oldschool doorbell, but there is no sfx for that. I found one of my liking online, added a folder sound, in there the folder sfx, and in there doorbell.ogg ... but doesn't get it to the editor ... I probably have to make an other file to get that done ... but ofcourse I don't now what and how : ) ======== SOLVED =========== Ok .. I got it figured out by looking at other fms. (braeden_church) In the sounds folder I put a file "mill.sndshd" (where mill is the worktitle of my mission) (make it in notepad and replace the .txt extention with .sndshd) with the following "code" //================================================= // doorbell //================================================= doorbell { sound/sfx/doors/doorbell.ogg } I added the audiofile .. maybe someone might like to use it. Sounds like a table bell also. doorbell.ogg
  18. @Grantolandon You might be able to make things happen by adding the spawnarg "frob_distance" "50" to the door. If I remember correctly it's default is "100", so both the readable and the door have the same "frob_distance" now. By making the "frob_distance" of the door shorter, like "50" or something (play around), the readable would be frobbable from a further distance then the door.
  19. At the workshop I messed around with the Stim/Response editor, trying to figure out what one can do with it, and I found some pretty nice applications. I made 8 different setups with The Stim/Response editor, all with different Stims and a whole scope of Responses. Make things happen on the impact of gas, fire, water, a falling object, moss , frob, holy water and a switch/trigger. There are more "Stims" available, but thats for later worries. The things you can make happen are numurous; you can make fire, make things disappear, make things move, start sound fx, spawn particle fx and more! ..... Try the Stim/Response editor today! : ) It's amazing: https://streamable.com/blyxp The white pilars, aswell as the white tile and the rope arrow (hidden inside it's pillar) have the Stim/Response attached, other entities don't: Select one of them, and there you can find the Stim/Response information; go to "Entity" (top menu) and select "Stim/Response..." Every Stim can have any response, so the appearing rope arrow could be triggerd by the gass arrow ... or a fountain could be triggered by a fire arrow. It's up to you ... what ever you want to do. Watch Springheels turorial on traps for an example of interaction with the Stim/Response editor: https://youtu.be/0H9BkPED9yQ&feature=youtu.be&t=480 Questions: Ask them : ) Workshop2.map
  20. @VanishedOne A func_emitter is an entity and can be triggered with a Trigger effect, and also be removed with a Remove effect, so that would certainly work. The only thing is; how to get this done by a frob stim on the arrow .. for the arrow is spawned with the Spawn Entity effect. If I hide the arrow and Teleport it to that place, hanging in the air, it drops down and starts acting weird ... I guess I have to make a little caulk block where the arrow sticks into a bit, after the teleport, so then I can put a stim/response on it to make the func emitters to be Removed. If the Move To Position effect is for AI it's description might not be right: " Move To Position: Moves the named Entity to the stated Position (coordinates: X Y Z). http://wiki.thedarkmod.com/index.php?title=Stim/Response_Editor ---- I did make it work with the func_emitters and the caulk "holder" block and I was wondering: Is there a way to make the particle fx fade away, instead of beïng just gone? For aesthetics that would really be a lot nicer. The ea001_bloom particles don't react on the start_off spawnarg by the way, but the roverbeam3 does. Is it allowed to upoad .map files via the " Drag files here to attach, or choose files... " .. or better via weblinks like I did earliër?
  21. @Destined "Not 100% sure about the Move To Position effect, but I could imagine that this only works with moveable entities. If you just want to have the block in another location, try the Teleport (Set Origin) effect instead." That could well be the case, I'm gonna try it. Thanks. --- The Teleport works, but the Move To Position doesn't work on movables either ... Also 2 particles spawn at the frob block and I would like them to be removed when the rope arrow is taken, but there is only a Remove effect, where you can't select a particle : ( There should be a Remove Particle to make things more complete on the effects side, I think.
  22. I finally made things work with the stim/response editor. Making things happen with certain arrows, frob, and Springheels Trap1. I got a video showing what's happening, and a mapfile with the setup. https://streamable.com/0y3ww https://filebin.net/zhglkx6g8wh5nts5 Select a white block and go to the entity menu, there select stim/response to see what is set/how it works. I couldn't get the Move To Position effect to work ... it's on the moss block. Anyone have a clue why?
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