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STRUNK

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Posts posted by STRUNK

  1. Loved it. Great alternative mission!

    Spoiler

     Watched FenPhoenix video for a clue, seems he's as blind for obvious stuff as I am sometimes : D

    After placing the coffin I waited for mother Rose (she could be screaming less .. ) but she was still mad at me. Only when I finished the mission she got peace. I expected that to happen when she got to the coffin at the grave but was pleasantly surprised that it did happen in the end scene.

     

  2. When I make a square cylinder patch it looks square from the top but round from the side ingame. When I export it as an .ase it also looks like that, when I export it as .iwo it looks square, and the filesize is 10 times smaller. What is causing this?

    Other question; I made a model where I put more pieces of these cylinders together because of complex curving, so the there are a lot of duplicate points (I guess). Does this make the model more complex for rendering, or doesn't it matter?

  3. 1. Lightswitches and elevator buttons.

    A push button has spawnarg: trigger_when_opened : 1 and the flip swiches have: trigger_when_opened : 1 and trigger_on_close : 1

    For the push button you could set trigger_on_close to 0 so the swich seems to work normally, but it won't trigger. At the moment the power is restored you can trigger a target_setkeyval to set that value back to 1, so the buttons wil trigger from that moment. The target_set keval has to be triggered by something and should be targeting all buttons. The spawnarg to add in the target_setkeval should be: keyval : trigger_when_opened;1

    If you want to use the 2 state flip swiches there is the problem that, if the player flipped one already it will work in reverse when the power is restored/the swiches start triggering.

    What you could do is set it up as with the pushbutton but hide this button (texture nodraw), have the swich trigger the button, and set the swich spawnarg auto_close_time to 0. This way the swich wil get back to it's initial position when swiched and the player will also think something is wrong You now need an other target_setkeyval to set auto_close_time to -1 (don't auto close) when the power is restored.

     

     

  4. @Geep

    Ok, I don't know what this trigger thing is you want, but I have a solution for s flawless swap : )

    You should have one of them outside of the players view in a small space and call the following script with a callscriptfunction:

    void change()
    {
    vector org1 =$guy1.getWorldOrigin();
    org1_z = org1_z + 4; //Dunno if it's needed but it might prevent getting stuck in the floor)
    vector org2 =$guy2.getWorldOrigin();
    org2_z = org2_z + 4; //Dunno if it's needed but it might prevent getting stuck in the floor)
    $guy1.setWorldOrigin(org2);
    $guy2.setWorldOrigin(org1);
    }

     

    • Like 1
  5. @Destined

    Aha .. in the s/r editor it says to set the name of the model, not the path, but that way it works indeed. Although if the new model should be an entity like loot, and not a static model the remove/spawn trick would do the trick : )

    About the stim I didn't know but that's good to know also.

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