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ERH+

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Everything posted by ERH+

  1. Most of them no, but you can comunicate something in the item's script via e.g. color xyz.
  2. Nothing? Sometimes I just copy-paste other guis and modify them.
  3. So it don't have a hub area? Sounds like a missed oportunity.
  4. Reminded me this:
  5. I have problem with unintentionally translucent models in gui: [img]https://imgur.com/a/ctxvu6P[/img] windowDef Desktop { rect 0, 0, 640, 480 backcolor 0 ,0 ,0 ,0 visible 1 nocursor 1 renderDef rosary_cord1 { rect 0, 0, 640, 480 visible 1 model "models/erh_rosary_cord_bow_b.ase" needsRender 1 modelRotate "gui::Offset_vert"/4, "gui::Offset_horz"-22.5, 0, 1 modelOrigin 0, 0, 0, 1 viewOffset ("gui::cord_horz1"*250)+50, "gui::cord_vert1"*250, 80, 1 lightOrigin -200, ("gui::light_Offset_vert"*100), "gui::light_Offset_horz"*100, 1 lightColor 0.8, 0.8, 0.8, 1 } renderDef dice1 { rect 0, 0, 640, 480 visible 1 model "models/erh_rosary_dice.ase" needsRender 1 modelRotate "gui::Offset_vert"*2, "gui::Offset_horz"+45, 0, 1 //+135 modelOrigin 0, 0, 0, 1 viewOffset ("gui::dice_horz1_n"*250)+50, "gui::dice_vert1_n"*250, 80, 1 lightOrigin -200, "gui::light_Offset_vert"*100, "gui::light_Offset_horz"*100, 1 lightColor 0.5, 0.0, 1.0, 1 //purple } } (-there are 8 models of cord and 8 of bead.) This is a rosary, reacting to the player's viewing angles. But you can see the model's back. Sometimes it goes away at some angles of the player's rotations. In some arrangements of renderDef bracelets, a few models work fine, the rest don't.
  6. Icons for few well established effects like in HalfLife are one thing, but if smells/feelings are meant to express something unknown, and in many cases one of its kind, icons will be only confusing and unintelligible.
  7. I have a bunch of weird things like that, but they collect dust in a drawer. It is time to make some use of it. I will try to keep it small and finally release something.
  8. Display of additional senses: smell, touch, other sensations - even sixth sense. Green - nice. Blue - neutral. Yellow - irritating. Red - disgusting. Grey = touch. Distance: probably - sometimes - constant - touching (direction - ahead). Underwater you can taste submerged sources. I hope the font is big enough. Some say good horror uses all senses - this should help a bit.
  9. Shroud - a mechanical tomb for someone malfigured by disease or injuries, often a dead-inside person - can be hacked. The procedure then switches to navigating inside of machine circuits with a probe, uncovering depths of both mind and body. The probe's mechanics can be used for controlling a familiar pet (rat, bat, owl, fly, cockroach) or a small automaton, and traversing vents, pipes - too small for human to fit inside.
  10. Spyglass just zoom in (changing angle of FOV).
  11. Does anybody have a working gui overlay using a camera image? I'm thinking about changing the player's perspective like in a horror movie: suddenly you are looking at yourself from a window above the street, from behind a curtain. You control the body but game becomes a third person perspective for a moment. I have problems with setting the camera image as gui overlay.
  12. Inventory item for interaction with electric circuits. Shoots alternately two electrodes, connecting live wires. I will have to add crosshair gui for better aiming. Also it can be modified to act as a tripwire trap.
  13. My approach would be a bit elaborate and require few small cripts: 1) teleporting will check the difference between player's origin and this doorframe model origin, and add the same difference to doorframe model's origin in second room. 2) The one sided teleport: you need an invisible, fast moving "door"; trigger_multiple on one side calls little script that just $spec_door.Open(); the oposite trigger_multiple $spec_door.Close(); it. The teleport trigger_multiple in the middle checks if($spec_dood.isOpen()) to know if it should teleport player. trigger_multiple have even "call" spawnarg for scriptfunctions. void close_teleport() { $spec_door.Close(); } void open_teleport() { $spec_door.Open(); } void use_teleport() { if($spec_door.isOpen()){ $spec_door.Close(); vector difference = $player1.getOrigin() - $first_doorframe.getOrigin(); difference = $second_doorframe.getOrigin() + difference; $player1.setOrigin(difference); } }
  14. I have something that works as a directional microphone: wherever the player will look, the func_listener will be teleported. For some reason if I rotate away from lets say a pond where you can hear water, I can still hear water as if one of sound channels had not been updated (the microphone is definitely not above water as I can hear it picking new sounds - from where I'm currently looking at). I have no idea how func_listeners work, or how sound propagation between visportaled rooms can be messed up if you set func_listener's origin to new location.
  15. Can't find it but I remember someone working on two sided shadows on textures, maybe on plant leaves. both sides are illuminated by light (one side less) and you can see shadows casted on surface on both sides of it. Could be nice on thin window's curtains.
  16. I mean in editor: "remove_after_use" "1" for key entity. I don't see this kind of spawnarg available.
  17. I don't see option for removing key after use, like in original Thief. Did I miss something, becouse there are definitly situations when "key" would get stuck in "door". Something like a burner to cut a chain in Hazard Pay iirc?
  18. Regarding jumping and falling - I think moss arrows are a bit underpowered. Could be used as a slow fall potion equivalent, just by adding cushion texture effect to existing moss patches. I guess it will break some missions, but in my opinion existing arrows are way less useful than other types.
  19. Thats another thing: game statistics command seems not to work (I havn't tried latest game update). I was hoping for something easy, sure I can check every AI every sec if it is still breathing.
  20. How S/R will check if player kill/pickocket/KO/agro AI?
  21. No it dosn't work eighter - it probably work only between missions. Yes, "entity" is listed as objective if you won't specify AI's details.
  22. I want an objective that will trigger something every time it is fulfilled, e.g. by killing any entity. After completion it should be reseted (by script .setObjectiveState(1, 0) or by $target_setobjectivestate) to state 0 (incomplete), and work on and on the same way. But in reality after first reset it looks like it stopped checking reqired action - killing more entities just dosnt trigger its fulfillment anymore? Is it the way objectives should behave?
  23. Both of them are far from fitting AI category: monocycle is an animation with extra steps, and spider is using invisible nonsolid ai spider + separate model for every part of leg. every part is operated by script reading ai spider's joint position and angle - and modify it. In this case upper front appendiges are spider's front legs moved far up, pincers use spider's mandibles animation. You can make humanoid ai have backward bending knees, or even reverse its movement so invisible ai is walking on the ground but visible parts are walking on ceiling. Ofcourse it require that ceiling geometry mirrors floor shape, and ai sees and reacts as it is actually on the ground.
  24. Its a placeholder, I was thinking about rotating buzzsaw-shuriken, as the robot have splitted head just like ... lower part of his body.
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