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Everything posted by ERH+
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@JackFarmer of course you can! @Destined func_rotating works with speed = X degrees/sec , so you can turn it on and off for a specific period of time by trigger_relay with delay set. Trigger_sequencer is the key element. You can set any number of steps in sequence and it will pass its own activation to different targets: 'target1'='nothing' //waiting for 45degrees step 'target2'='nothing' //90 'target3'='nothing' //135 'target4'='nothing' //180 'target5'='turn lock component on' //225 'target6'='turn lock component off' //270 'target7'='nothing' //315 'target8'='nothing' //360-0 one thing that can go wrong in such machine is triggering it more than once before parts finish first move, so you need 'interruptable'='0' or target_set_frobable on a lever. Also player could block movement by standing on one of the moving parts so better to make them nosolid/ cover with clip.
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I've made a little map with puzzle based on your description: https://1drv.ms/u/s!AoIlw2GQnPGZcU800J7-PFRhyJw
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You should look at atdm:combination_lock and atdm:numberwheel behavior (they have specific scriptobject that should suit your puzzle), but it looks like lock is spawning its wheels by default and I don't know how to prevent it and instead attach custom one. Also wheels operate on 1-10 scale (36 degrees/step).
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Failure reading map file: Failed parsing entity 7253: Parsed invalid value '}' for key 'making it fast as seagull. We emerged in a hellish land of forever winter and now I have no choice but do my best to end this voyage.'I have this message pop up when trying to load map in DR, it seems I messed up with atdm:gui_message. How can I remove this entity from map file if DR wont load it? EDIT: wait I can open .map file in script editor, but still it is probably a bug if you can save map with some unreadable values. Heres how this entity is fully described: // entity 7253 { "classname" "atdm:gui_message" "name" "atdm_gui_message_3" "origin" "-11504 11840 -2176" "lines" "6" "show" "10" "text" "After a month without sunlight I was expecting tropical shores of the heathen. Little I knew this ship was traveling downstream so called "underwater rivers" making it fast as seagull. We emerged in a hellish land of forever winter and now I have no choice but do my best to end this voyage." }
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I want to use a helmet as disguise so a enemy won't attack if item is equipped. I manage to achieve it by adding $city_guard.setTeam(0); to a helmet script but now I can put it on in the middle of fight and a guard will even feel sorry he was chopping me just a while ago. "chanceNoticePerson" and "acuity_vis" don't work at all with script, so how can I make a player less visible/ noisy by a switch flip? Also how can I make a toxic gas zone? "trigger_hurt" with "def_damage" = "damage_noair_1" works in a same way like basic triger_hurt: hurt barks don't express suffocation - maybe some sort of water volume without movement restrictions?
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You can make program rethink this part - move a visportal 1 unit forward, add small monster_clip on both sides - narrowing corridor or extending pillars. Maybe put aas_flood at visportal line.
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I can't make atdm:readable_immobile_sign_small01 to work: if I put other readable with _world gui I can see text, but I've tested all fonts on this sign and none is wisible. Can someone point a mission where this sign is used?
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Very large patches / complex large models will make dmap take forever. Break larger patches / models into smaller parts, try (after saving under new name) 'scripts/convert to ase' - I think .ase model will not be processed in the same way as patch/brush geometry at dmap. You can open later two darkradiants with old and new map file and use 'edit/copy' 'edit/paste' between two maps so you can take old "patch" model and make changes to it if you need. Also use f1 ingame (_impulse27) and fly over rooftops and places where AI won't walk - many brush details will show as tiny complex walkways, consider making them nonsolid or make monster_clip ceilings as well as walls. BTW why 'scripts/convert to ase' don't need .def file? Models show in DR and ingame but they shouldn't I guess?
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Why one of my ambient lights keep readjusting its colour/brightness? I remember I've encountered similar problem when I tried to turn off ambient - it turn off for a second but then it turn back. This time is something a bit different: player is teleported to new area, I see light colour as I put in light properties only for a second and then it go to gray, brightness about 30.
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Awww, the Christmas Hell! You shouldn't have!
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BTW when I'm using "scripts/convert to ASE" (under previous build) the given new model have "origin" formed like "-1488.0 -12224.0 -5386.0" (even if model had no brush wedges that normally cause .9999 errors). I'm using "snap selection to grid" to get rid of it - but is it a rounding error and model is actually misaligned, or is it literally .00 ?
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Bikerdude helped with optimisation and resolving bugs the map was flooded with, but also made decorations more detailed. And with translation.
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Why all grids have XX.000000 in bottom-right "current grid size"?
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Pay .99$ to steal that purse. Real money cause real thrill!
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Although someone's music-modelling associations are interesting I guess it will be too dependent on e.g. nostalgia to make it "useful" for others - what matter is if it make you want to work. I can listen to any kind of music - one song looped for an hour, without being bored or tired. I need a trance so my thoughts and feelings go in parallel to each other and everything that will straighten them will fit the purpose. But for the sake of subject: Ufo:Aftershock - enjoyed both game and music: https://www.youtube.com/watch?v=C-RQfpgERZA Oblivion - TES4 have one of the best soundtracks, but I'm talking about the movie: https://www.youtube.com/watch?v=dWIXUxmN1vQ any more or less melodic electronic music. https://www.youtube.com/watch?v=octfeKzPLmg Tangerine Dream - Stratosfear - I used to listen to this while reading Moomins when I was maybe 10 . https://www.youtube.com/watch?v=2w8VsvJ40sM TD - Miracle Mile. Those bits are like soundtrack to my memories. https://www.youtube.com/watch?v=doW4s-1ULOc&t TD - Rubycon. Full submergence. https://www.youtube.com/watch?v=tmpxXq3Gx9w&t https://www.youtube.com/watch?v=ftckgVqc04E&t
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I know what God wants and, coincidently, our paths are very alike.
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@Outlooker you could use this rage outburst to improve your commentary with insight into people's minds behind masks. Internet is the wild west of social justice warriors and here we have an example of non existent moral values internalisation, or rather lack on reflection in distinguishing desire from other's rights. Kurshok identifies first pleasing voice coming from inside as „righteous”, externalise „I want” as a wider than his own urge and surrender to this saint anger any brakes that normally stops him from rampage in real world. In one moment he incarnate some sort of ultimate judge, jury and executioner (Judge Dredd's „I a'm the law!”), buuuuut in the next moment he realise there is someone bigger who will destroy his life as well. Eventually he is satisfied with „choosing” to not subdue to his own wantings and showing strength of will in that manner, letting you know what he want for Christmas. The problem is, he is totally overwhelmed by id voice – prisons are full of people who are certain that „he deserved that gratification / someone deserved that punishment”. Pathologicly narcissistic personalities are - every once in a while or all of the time – incapable of distinguishing so called voice of conscience from id voice. So lets hope either he is not suffering from such regressions too often, or he is getting a negative feedback from his surroundings instead of a pat at the back. God I love judging strangers over internet!
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Teleporting between map files: is this possible..?
ERH+ replied to Bikerdude's topic in TDM Editors Guild
I guess another doubling of entity's limit is not gonna happen soon? What would be the downside of it anyway? -
Teleporting between map files: is this possible..?
ERH+ replied to Bikerdude's topic in TDM Editors Guild
If this method could be available it will be like T3 but X times bigger - I would want to see that. -
Thats what I was trying to do: $func_static_3.sway(0, 0, '0 0 0'); but it have no effect on moving pendulum. I want to stop pendulum from moving. I guess the hard way is to .hide pendulum and .show func_static with the same model. Shame you can't control pendulums; if you want controlled speed up / slow down you have the spline mover - but its not looping.
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This command don't even use word pendulum but looks like it mimics its movement, sadly I don't see any effect of it. * Initiates a rotation back and forth along the given angles with the given speed and phase. */ scriptEvent void sway(float speed, float phase, vector angles); Aside from one above, is there a way to turn off pendulums? Simple triggering do nothing.
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I have over 10 ragdolls placed in water on map start and while they sink and take a sit the game is going to 3fps for several seconds. Is there some way to speed it up? They don't have to be frobable or movable.
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skin erh_coal { model models/er_1arch.ase textures/darkmod/stone/brick/redbrick_dull_small textures/darkmod/stone/natural/coal_floor } It looks like this and while I have and option in skin selection, model looks the same like default in browser and ingame. edit: ok it works, I've forgot to add default texture path before desired one. But now how to change it in game? I've tried via this script, without effect: void skin_test() { $func_static_2.setSkin("erh_coal"); } edit: yet again my fault, I forgot to set trigger correctly. Now everything is fine.
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How to make two separate skins for .ase exported from DR? It can be single texture without alignment, but how should look .def or .material file or whatever I need?