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ERH+

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Posts posted by ERH+

  1. 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?

  2. 1 hour ago, MirceaKitsune said:

    That looks amazing! New AI models are something I've been hoping we could see for some time: We can definitely use more steampunk robots, fantasy creatures, and why not some bigger and scarier undead like Doom?! I hope those models can be perfected and included in a future release.

    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.

    • Like 2
  3. 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.

    • Like 1
  4. On 8/9/2020 at 5:35 AM, stgatilov said:

    No idea what it was for.

    Right now the only FM using it is "Marsh of Rahena". It sets the rectangle to full screen, which overrides not only the background image, but also the parchment. It pops up in pretty ugly way, and switches out when you go to Settings, New Game, Load/Save, etc.

    I'd be happy to eradicate this thing.
    @ERH+, would it be OK if I remove the custom title feature and change your FM to override background instead (like e.g. in Accountant 1)?

     

    MarshOfRahenaTitleImage.jpg

    Yes sure, if it stands in the way of any improvements.

    • Like 1
    • Thanks 2
  5. 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.

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