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Wellingtoncrab last won the day on February 18
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Oleron started following Wellingtoncrab
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Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
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Oh you mean the bug on the loot screen? No matter what I did, it wouldn't go away. But there's no need to worry, it's just a floating point precision issue and it can't hurt anyone, ha ha No problem. Upon the receipt of the cashier's check, the guide will be sent to your house within 10 business days. Thank you.
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The latch is just like any any other entity - you can use any model or func_static you like as long as the mechanism translates or rotates (or both).
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TDM Latch Pack (Beta) By Frost_Salamander and wellingtoncrab with special thanks to Dragofer Tired of picking another lock or hunting for that missing key? Imagine The City is itself an elaborate lock, and you are the key. Embrace progression through careful exploration and navigation of the environment. Embrace the latch pill: Included is a new entity type and scripting for a door mounted toggle lock, or "latch", as well as new CC0 assets and prefabs. https://github.com/thedarkmodcommunity/test-latch/wiki Example Video Asset Pictures All models and textures in this pack are released under CC0 license and may be used freely without need of attribution. We waive copyright to the extent that possible, but aren’t lawyers. Latch Lock Features Supports single and double doors across all cardinal directions, as well as trap doors Uses the location system to handle context sensitive frob highlighting of the latch and the doors Automatically determines the correct latch state on map start based on the targeted door's "locked" spawnarg Options for rotate, translate, or both with unique sound slots for each Supports any model or func_static To get started head over and grab the latest release (available with or without demo content) and read the getting started guide. This is a beta release - so your feedback is appreciated!
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I guess I want to be sure I understand the context of entity "death" - both purchasing the glasses and picking them up adds a atdm:xray_glasses item to the players inventory. You mentioned basically the inventory slot which should be the be pointing at atdm:xray_glasses is pointing at nothing So it probably got "killed": -In the process of being added to inventory (in this case it was a purchase) -Upon the first attempt at using it (it sounds like it immediately did not work) -Or in the very small window in between Unless the entity in an inventory slot can be "dead" prior to it ever being added?
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I know of no reason why it wouldn't - the xray glasses are really the only thing that does any kind of screen effect. There is no FOV slider in the game so it was not tested admittedly. I am not recalling anything really that interacts with the players inventory directly in the mission. Dropping the glasses with "Drop Inv. Item" and reacquiring them doesn't restore the item to the players inventory either I am guessing?
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If I understand correctly it sounds like something is basically removing the actual glasses entity from game so the inventory item points at nothing? Looking at the scripts this is the area where I see handling of the xray glasses overlapping with with other inventory items - basically it keeps the current inventory item as glasses after picking up other inventory objects so you don't have to constantly scroll through the inventory to to enable/disable them. Not sure if something is going haywire here: // dirty workaround to stop the inventory from changing away from the xray glasses if the player picks up loot or items while wearing them void playertools_xray_glasses::loot_loop() { string frobHighlighted; string selectedCurrent; string selectedPrevious; while( wearing_xray_glasses ) { selectedCurrent = $player1.getCurInvItemEntity().getKey("classname"); if( $player1.getFrobbed() ) frobHighlighted = $player1.getFrobbed().getKey("classname"); // has the inventory switched away from the xray glasses? if ( selectedCurrent != selectedPrevious && selectedPrevious == getKey("classname") ) { // has it switched because the player has frobbed an item or some loot? if( selectedCurrent == frobHighlighted || selectedCurrent == "atdm:inv_loot_info_item" ) { sys.wait(0.65); // if the player still has that item selected, switch back to the xray glasses if( selectedCurrent == $player1.getCurInvItemEntity().getKey("classname") && wearing_xray_glasses ) { $player1.setCurInvItem( getKey("inv_name") ); //switch back to the xray glasses } } } selectedPrevious = selectedCurrent; sys.waitFrame(); } }