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ERH+ last won the day on February 13

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  1. Maybe the material file is to blame, maybe patch's lattice is messed up - the texture will be partially smeared if some triangles are missing in the lattice. Make a clean new cylinder.
  2. I will eventually get this thing together. I think.
  3. I had one in walk-in freezer in Marsh of Rahena, also some parts of roof made player unexpectedly slip down.
  4. I know oil flasks are not highly regarded in T3, as they introduce slapstick animations for AI, but this kind of access denial means could add interesting challenge if you can slip from some ledges and pipes. https://www.youtube.com/watch?v=b7D_X7CTlm8 Slippery surface is already available, but probably used only in frozen areas. Using special slippery paint make it easy for colour coding, like in e.g. Mirrors Edge, but red colour in this case should be repelling. Also it will raise suspicion with otherwise neutral guards if you are literally marked as a trespasser - reminds me of a police paintball ammo with hard to wash ink, so they can catch hooligans or cars later.
  5. The water have a forcefield that drags you down, but iirc you should be capable to force your way back to the surface. It is a dangerous swamp after all, there should be a lot more holes like this one around. Horses are animated models without any ai's properties - for saving the game from computing stationary creature.
  6. Yes sure, if it stands in the way of any improvements.
  7. There is .disableWeapon(); for lowering weapon. And I've tried with forcefield, it isn't working in a way I would want.
  8. Can I mimic a keyboard entry by any script command? I would like to make player walk forward, don't want to use any modifications of origin +-1, because he would end up inside a wall.
  9. I want a bound object to move with a particular master's joint, but maintain the same angular position (as world's axis). Can bind properties be partially disabled, or can I modify binding script? I can't see it in script files.
  10. I have problem with modifying gui file on a inventory map during game, changing one of its subparts "visible" from 0 to 1. In Obsttorte automap there is "gui::gui_garden" line instead of 0/1 in the gui file, but it is controlled by the objectscript on the map entity - can I (and how) change it by external trigger? .setKey isn't working, I guess once the map entity goes into player inventory it is destroyed and replaced. Or maybe I'm using wrong formula for stating a gui variable.
  11. Warhammer 40k fan made film:
  12. Yes I've seen something about huge fire control computers on battleships. I guess they needed them badly, with all those variables on moving ship.
  13. For rat hunting. If your rats decided to build a bunker. Gas operated, box fed, falling block cannon with revolving loader mechanism. It is a mix of ideas from the Forgotten Weapons channel.
  14. I was thinking how far into industrial era the consumerism starts to drive some big numbers of major group society. Mass-producing of cheap things from celluloid (combs, kitchen utensils, etc.) making modern marketing and advertisement spread around streets and people's minds. Child labor and 12-hour shifts, seven days a week is one thing about factories dominating the world, but putting more modern image of a human in basically dark age grounded society needs some serious rethinking of the whole world set. And for now, a tank. With no context.
  15. There is saveRagdolls command - if i remember correctly it adds an arg to all ragdolls on the map with their current joint positions. You place ragdoll as you like it, use command, and next time the map starts it will be in that position. If you have more ragdolls, you just delete an arg from them in DR. Can't you put a table next to the chair, drag the body from the table, and remove the table afterwards? Shouldering a body don't work with it?
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