Jump to content
The Dark Mod Forums

ERH+

Member
  • Posts

    859
  • Joined

  • Last visited

  • Days Won

    44

Everything posted by ERH+

  1. I want to make an inventory trigger (similar to lantern) but more open to modifications. I have this def: entityDef atdm:inventory_switch { "inherit" "atdm:playertool" "scriptobject" "invswitch" "model" "models/anything.ase" } But I guess it don't work with standard scripts like one below, because I have error "object 'invswitch' not found on inventory_switch". void invswitch() { $helmet_light_sound.activate($player1); $helmet_light.activate($player1); } instead I need this? #ifndef INVSWITCH #define INVSWITCH object invswitch : player_tools { void init(); void updateLoop(); }; void invswitch::init() { thread updateLoop(); } void invswitch::updateLoop() { while(1) { $helmet_light_sound.activate($player1); $helmet_light.activate($player1); wait(20); } } #endif I'm just copying&paste stuff from others but I'm unfamiliar with rules of this kind of script. I don't want a loop, just a simple one time (per frob) action.
  2. Where can I find definition for invisible head? atdm:ai_head_builderguard_ghost is at head choose list but I can't find it in tdm_ai_humanoid_heads01 or tdm_ai_humanoid_undead01, or tdm_ai_base01, where is it?
  3. Or make a pot-button activating target_callscriptfunction: void frob_pot() { $fake_key.remove(); $player1.addInvItem($real_key); $pot.setFrobable(0); }
  4. Is there a way to make AI pass through doors like a ghost? Builder_guard_ghost have "fleshy" "0" arg but he still opens and closes door, "ignore obstacles" or "can operate doors" makes him just spin and bounce off from them.
  5. Ok so my wip mision looks playable, it needs tweaks but I need feedback if general direction of some ideas are valid. If you want to take a look you can find link in betatesting thread Seed Of Lodestar.

  6. This looks dreadful, despise being multibarrel.
  7. I wonder if I can make betatesting, proofreading and voiceacting in a week before halloween...

    1. Show previous comments  2 more
    2. ERH+

      ERH+

      Seed Of Lodestar -is this name good? how many the/a it misses :D ? Mission needs few minor/major changes but it can be tested as a whole.

    3. Bikerdude

      Bikerdude

      Maybe Secret of the Lodestar? don't have a contact so can't think of something else..

    4. ERH+

      ERH+

      can be 'seeds of the lodestar'?

  8. Couldn't it be done via cubemap in improvised scene with big circle of existing house models and a bit of fog?
  9. Maybe they have a bit too big eyes so they look like puppy or manga. Otherwise they could act as "friendly" representations of some non material entities, especially in collaboration with distorted, bloody, decayed versions of themselves (good cop bad cop). They may be materialisations of some psionic kid's mind, or retrospective dreams placed in childhood times. They could fit as carnival suit or Donnie Darko style stranger disguise.
  10. Because you feel better than deodorant stick munching guy (especially if he starts to vomit), but seeing you don't have to be good actor to pretend anyone you want and get away with it makes you sad? And what is Blood Hollow rpg? I thought even AD&D makes you suicidal, and devil worshipper, and delusional...
  11. I think it is possible to remake this scene in TDM.
  12. No, models don't have shadow mesh, they cast shadows as complex as visible model itself. FPS is better if I keep lower part of machine out of POV.
  13. @Deadlove reminds a bit the Great Wall of China. I don't know if it was pointed out somewhere but summing all shadows in one place is deadly for performance - there is a huge difference between light placed in centre of room, where shadows disperse and you can't see all of them simultaneously, and putting light in very corner so all complex geometry projecting itself onto single spot. As on video below on sunny side I have firm 60fps and looking from opposite direction 30 fps. [media] [media]
  14. https://www.youtube.com/watch?v=gXiUDJRgiUc&list=PLCA860ECD7F894424&index=14 This guy have more than few rants about ancient weapons.
  15. Scorpion was based on pendulums with can't be stopped/ started even via script in satisfactory way too, but I always can replace pendulum with 4 doors bound together and activated not at once. This one is for gearbox where I need to reset one gear's movers to activate other one, without knowing if previous was using given mover (rotator in this case).
  16. I've made this but it don't want to work, keep triggering rotator regardless if it moves or not: void rotate_stop() { boolean question = $rotator.isRotating(); if (question = true) { $rotator.activate($player1); } else { $light.activate($player1); } }
  17. $rotator.stopRotating(); is not working? I don't want turn it on/off, how can I make it stop regardless if it is moving or not?
  18. Or you can bind i.e. 3 nodraw rotators in chain and start them in sequence.
  19. That reminds me about importance of default AI-add-any-model, sort of fire elemental being that thinks like AI but don't have any animations -maybe just empty slots to trigger i.e. sounds when normal AI would play "I see you!" response. That would be handy for custom drones, you could just add any models, one rotating around other, maybe joint for "antenna" instead of head.
  20. "repeat" "Defaults to zero, if 1 the trigger will reset and count up again, if 0 it will only fire once." "count" "Number of times to be triggered before firing." So first time fires at 0 sec when player in zone, third time fires at 4sec.
  21. Trigger multiple, wait 2 sec between triggering --> trigger count 3 --> hint.
  22. I need some visually noisy control room, let mimic this... Close enough, lets move on. Now some random heavy machinery in ship workshop. An electric arc furnace - on submarine? Couldn't be more random... I guess I have mobile iron foundry now. I think I will widen door, and add an transportation line, and -no no no!- just focus, it is just a furnace in a room behind dozen corridors, just relax and get over it.
  23. A machine, 2600 vertices, 3750 polys. Surprisingly for TDM environment the amount of machine models is really small.
  24. Does someone working on winter / polar suits or hats, or is something similar scheduled for updates?
×
×
  • Create New...