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Posts posted by thebigh
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LOL, you could have a guard "patrol" by having him chase a single path_corner around and continually teleport it out of his reach.
Actually, now that I mention it, this might be a way to get an AI to follow a curved path.
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WOOHOO
That works really well! The wizard is now teleporting multiple times without getting stuck and without getting confused about which pathcorner to go next.
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Cool, let me try it now...
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You can get it through the in-game downloader. Typically the google links aren't intended to be permanent. They're just there until the mission's made available through TDM itself.
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That shouldn't be a problem. The last path_corner of each segment targets a callscript rather than another path_corner which IIUC should remove the last target of the wizard's current route automatically. I'll experiment with addTarget / changetarget combinations later and see how I go
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Yeah, still having issues getting the wizard to patrol. I've got him on two disconnected patrol routes that he's supposed to teleport between and I'm trying to get him to go to his next patrol point with a target_changetarget entity. Sometimes it works, but often he just stands idling after teleporting. Or he'll go to his first path_corner and then stop. I've also seen him sit down in midair and warm his hands on nothing, which are animations that are supposed to play elsewhere on his route. I think you're right @grodenglaive, I think it's just plain bugged and I might have to forget the whole thing. Would've been really cool. Oh well.
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Yep, that seems to have done the trick. Now I just gotta find a way to make him reliably patrol after teleporting, sometimes he just stops and I can't figure out why. No combination of stopPatrol, restartPatrol, and target_changetarget manipulation seems to help XD.
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30 minutes ago, JackFarmer said:
Instead of firing the particle directly, try this:
1. Create a a trigger sequencer and give it the property "loop - 1"
2. Create two entities of the desired particle
3. Target both particle effects from the trigger
4. ...then target the sequencer instead of the particle
My original setup had the wizard trigger a callscript when he reached a particular path_corner. This used setOrigin to teleport him, and trigger a trigger_relay that in turn targets the smoke puffs and speakers at his origin and destination. That worked fine for the speakers and the first time the smoke puffs went off.
Placing two smoke puffs at both origin and destination and trying to hit them alternately with a pair of trigger_sequencers didn't help. The two duplicates go off once each and then never again.
Is there a way to make a particle effect triggerable multiple times?
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How do I get a particle effect, specifically the magical explosion, to be able to be triggered multiple times? In my mission I'm working on I have a wizard who can teleport around, disappearing and reappearing in a cloud of magical smoke and with a teleport noise. Unfortunately, I can only get the teleporting and noise to work repeatedly. The magical explosion particle effect only works the first time he teleports. How can get it to play every time?
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I had a period of about 6 hours where I kept getting 502 errors, but it seems to have cleared up now.
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- Popular Post
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Real life has been insane for me this year. I should still get my mission in, but it'll be another bite-sized mansion heist. Nothing spectacular, but I kind of like the "2010 TDM" retro look I've achieved.
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1 hour ago, taffernicus said:
I can't wait to play this FM tonight...hopefully there is a lick of thief highway element in this FM
More than just a lick
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The font in the little church heals you which can be useful.
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Finished everything except I can't find the last plaque :P. Great little city mission, and I love clambering around the streets getting into out-of-the-way places.
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Congratulation on the release!
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I agree; I prefer ambient light to not contribute to visibility most of the time.
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That should be "chute" rather than "shoot". Blasted English and its homophones.
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2 hours ago, Wallace said:
Why are NPC names visible when carrying their body? How would the PC know? This is quite unimmersive.
Adding NPC names to bodies is up to the mapper. It defaults to "body" or "corpse" if the mapper doesn't change it.
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Yeah, they're definitely not the subtlest tool in our arsenal, that's for sure.
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14 hours ago, chakkman said:
I mean the original, not the crappy remake.
I don't like that they changed Isaac's face. There's no law that says a character has to look like their VA, and I thought Isaac's original face suited the character better.
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Yoink!
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[Karras likes this]
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The Dark Mod 15th Anniversary Contest - Entry Thread
in Fan Missions
Posted
Yeah, race to the finish line for me too. Luckily my mission is so small it won't need much beta testing