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  1. Yeah, I am rethinking the area with this vent or if I want a vent at all. My layout in this area is way too tight to try and do a higher vent on the wall. I may reposition it to the ceiling which solves the shouldered/dragged body issue. Map growing pains, I guess. Thanks again all.
  2. I could/may do that. The way things are lining up at the moment, positioning the vent higher forces rework of the stuff above it to make room. I painted myself into a corner with this situation. Thanks again. Clint
  3. Thanks for the explanations. I didn't understand that "unshouldering" was essentially spawning a body object. I have a vent where the player could potentially bring a body and then basically get stuck in there. I have basically decided to try and prevent a body (shouldered or dragged) from being brought into a tight space. I will try and weave a good reasoning into the flow of play. - trigger which calls script. - script checks if body is shouldered or dragged. If so, then teleport in a func_static entity with nodraw_solid texture in the opening of the tight space which stops both player and dragged body. Flash a message saying the body can't be brought in. Plays a rustling sound If not shouldered or dragged, then teleport the func_static out and let the player pass. Seems to overcome the problem. Thanks again. Clint
  4. Hello TDM crew. Is it possible to unshoulder a body in a tight space? For mapmaking, is it possible to prevent entry to an area if a body is shouldered? Or maybe force an unshouldering when entering an area? Much appreciated. Clint
  5. Thanks all for the thoughts on this. I am not quite ready to make a single-purpose ai entity for this as it is just a quirk resulting from natural game mechanics. My intent is/was for the player to ko or kill a "boss" ai and then drop the body out a window into a crowd of lackeys on the same team (to send a dramatic message). Think of other maps where you drop a body someplace as an objective. As it is, the body gets surrounded and the other ai who repeatedly run into it. All you hear is a lot of flopping/kicking sounds as they do it and the body bopping around on the ground. I think I will do this: create a ragdoll entity with the same appearance, shouldered name, and dead name as the boss ai and override the SND_BOUNCE* inherited spawnargs with NOSOUND. Then teleport the ragdoll in when the boss is tossed out the window. This won't stop the kicking of the body, but the incessant sounds will stop! So, half a win, I think.
  6. I am not sure if it is the ai or the ai parts colliding. Right now, I don't know how to address the ai parts in script code. I just address the ai by name arg. I can't tell what is being collided by the other ai kicking the body. This is an AI that is knocked out (or dead) laying on the ground, and other ai are running into it and kicking it around as they flail about searching for the culprit. So you can hear the kicking as they hit the body, often repeatedly. The player can move on/over/through the body without any collision. This is just an odd scenario I am dealing with trying to get my ideas into a mission. The direct solution is to make the body non-solid. I will try other things or even just let it go. Thanks again. Clint
  7. I am not referencing as any ragdoll that I know of, just the name of the ai entity. It seems there may be something to KOed ai having a different entity name. I did $ai.setContents(0) on a living ai and he went invisible but still interacted with stuff. How might I find the name of an ai AFTER they are KOed/killed? Thanks again Clint
  8. Hello TDM crew. I am wondering what it takes to make a knocked out or dead body to be non-solid to keep ai from tripping over it? I am trying to deal with a situation where other ai run over a ko/dead body and kick it around. I have tried $ai.disableClip() and $ai.becomeNonSolid(), but it is still happening. Ideas? Much appreciated. Clint
  9. Thanks for verifying. Clint
  10. Hello TDM crew. I am not sure what to search for, so am asking. Is it possible to clip/carve a module such as: "models/darkmod/architecture/modules/interior_set01_corner.lwo" to be able to manipulate it? Modules are not "ungroup-able" like prefabs. Essentially, I am looking to add a vent grate. I have been considering using combinations of the "...hole..." or "...empty..." module variants to get what I need. Much appreciated. Clint [edit] -- sorry, I will try and put these under the "newbie questions" forum going forward.
  11. Thanks for the direction. I looked and then discovered how to search a specific topic in the forums, something I hadn't known prior to this.
  12. One of the things I really need to understand about myself is that, at the moment I desire to ask the forums about something, I am really only an hour away from solving it for myself.
  13. Thanks for the reply and verification. I did at least a portion of that tutorial as one of my first DR efforts to get going. Clint
  14. I might have had success doing this: - Create the atdm_mover_button - Examine the entity - Select "Show Inherited Properties" checkbox - Change the arg snd_open to "nosound" (this creates a seemingly non-inherited snd_open arg. Does this, then, override the inherited snd_open arg which doesn't change in DR?) Thanks again. Clint
  15. Hello DR editing crew. I have an editing situation where I would like a silent button such as atdm_mover_button without the click sound. Might anyone know of a silent button or equivalent that already exists? Is it possible to remove or disable the sound from an existing button? I haven't figured out the trick to making this happen, yet. Very much appreciated. Clint
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