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Posts posted by ERH+
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How S/R will check if player kill/pickocket/KO/agro AI?
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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.
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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?
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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.
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3 hours ago, datiswous said:
Using skull-storm to open doors, neat!
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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Robot spider / scorpion, can be lockpicked. Monocycle robot opening / closing doors. First one uses modyfied tdm spider, just noticed that they dont have rotation animation, just slide around axis without proper leg movement. Razor rider is a simple script without any tdm ai thinking, with customised navigation points.
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What this script error means?:
"...EnterFunction: locals stack overflow" -
Dont forget about player in crouch position (in sewer, airduct) making initial point, then teleporting back while being upright at full hight and ending with his head inside wall.
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I've heard there are more than one organisation you can call an Inventors Guild...
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Glad you liked it! The thing with associacions is that everyone will have different - same thing one person will consider as best part, the other will struggle to stomach.
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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.
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I will eventually get this thing together. I think.
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I had one in walk-in freezer in Marsh of Rahena, also some parts of roof made player unexpectedly slip down.
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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.
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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.
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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)?Yes sure, if it stands in the way of any improvements.
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There is .disableWeapon(); for lowering weapon. And I've tried with forcefield, it isn't working in a way I would want.
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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.
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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.
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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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Warhammer 40k fan made film:
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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.
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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.
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Newbie DarkRadiant Questions
in TDM Editors Guild
Posted · Edited by ERH+
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.