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Posts posted by ERH+
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stopRotating works fine on .sway mover, but how to unpause it, so it will continue from specific cycle point?
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idPendulum, (darkmod/ func/ movers/ func_pendulum). Can be duplicated with .sway command on func_mover_amodel.
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Triggering by switch or triger_timer do nothing, just like enable/disable script commands. ?
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Is there a way to pause pendulum entity, or pause mover affected by .sway command? I know I can put '0 0 0' in angles, then start it with different 'phase' value, but it don't work very good. Also I don't get time values for things like bobbing and swinging entities: their speed value looks like angle speed, so [speed=12, angle=12] and [speed20, angle=20] will be synchronized, but I can't find a cycle value in seconds. speed= angle is not a 1 sec. Is this some Doom unit, like sound radius?
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You better get a clean Dark mod folder installed just for playing. Sometimes work files or unpacked missions override others. Also check if you have zipped whole folder including .map , .proc ,(...), or grabbed those separate files inside it.
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My submarine mission will have horror motives (with Alien/ Event Horizon vibes), but I can't tell if it will be done a month from now, or a year.
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It will be triggered by player action. This material will start counting when I trigger light, right?
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lights/erh_round_slowraise { { forceHighQuality map lights/biground1 colored zeroClamp red (((time * (1 / 40) * 255) % 255) / 255) * Parm0 green (((time * (1 / 40) * 255) % 255) / 255) * Parm1 blue (((time * (1 / 40) * 255) % 255) / 255) * Parm2 } }
So this one will turn from 0 to 100% in 40 seconds, and stay at 100% ? And if I want a burning light value, similar to putting few light sources in one place?
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I need a light with constantly rising brightness. There are a variety of light materials with different "table" parameter, but I'm not sure with one will give me constant brightness adjustment instead of some sort of sinusoid.
lights/erh_round_pulseslow { { forceHighQuality map lights/biground1 colored zeroClamp red ((9 * blinktable [(time * .0005 ) ]) ) * Parm0 green ((9 * blinktable [(time * .0005 ) ]) ) * Parm1 blue ((9 * blinktable [(time * .0005 ) ]) ) * Parm2 } }
And heres all posibilities:
table strobetable { { 0, 0, 0, 0, 1, 1 } } table blinktable { { 0, 1 } } table blinksnaptable { snap { 0, 1 } } table flashtable { { 0, 0, 0, 0, .5, 0, .5, 0, 0, 0, 0, 0, .5, 0, .5, 0, .5, .5, 0, 0, 0, .5, 0, 1, 0, 1, 0, 0, 0, 0, .5 } } table blinktable2 { snap { 0, 0, 0, 1 } } table blinktable3 { { 1, 1, 1, 1, 1, 1, 0 } } table blinktable4 { { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 } } table blasttable { { 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 0, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, .6, .9, .3, .5, 0, .2, 0, 0, 0, 0, 0, 2, 2, 1 } } table stormtable { snap { 1, 1, .3, 1, .1, .3, .1, .1, .4, 1, 1, 2, 1, 1, 2, 1, .1, .1, .1, 1, .1, .3, 5, .2, .2, 1, .5, 1, .1, 1, .2, .6, 1, 1, .2, 1, 1, 1, 1, .1, .6, 1, .1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 0.4, 2, 2, 2, .2, .1, 1, 1, 1, .5, 0, 1, 1, 1, 1, 1, .1, .1, 2, 1, 1, 1, 1, 1, 1, 1, .1, 2, 1, 1, 1, 1, 1, 1, 1, 1, .1, 4, 1, 1 } } table flickerblink { { 0, .3, .1, .5, .3, .8, .9, .5, .2, .1, .7, .4, 1, .2, .5, 0, .2, .7, .5 } } table bathroomtable { { .7, 1, .6, .8, .6, .6, .6, .7, .8, 1, 1, .9, .7, .8, 1, .7, .7, .8, .6, .7, .7, .8, .6, .9, .7, .9, 1 } } table bathroom2table { { .9, 1, 1.6, .8, 2, 1, 1.5, 1.7, .8, 1, 1.2, .9, .9, .8, 1.3, .8, .9, .8, 1.6, .7, 1.7, .9, 1.1, .9, .8, .9, 1 } } table blinktable5 { snap { 0, 0, 0, 1, 0, 1, 0, 0, 0 } } table storm2table { snap { 1, .1, 1, 0, .7, .1, .1, .1, .1, .1, .1, .1, 0, 1, 0, 1, .1, .1, .1, .1, .1, .1, .1, .1, 1, .1, .1, .1, .1, .1, .1, .1, 1, 0, 1, 1, .1, .1, .1, .1, .1, .1, .1, .1, .1, 1, 0, .7, .1, .1, .1, .1, .1, .1, .1, .1, .1, .1, .1, .1, .1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0, 0.1, 0, 0.1, 0.1, 0, 0.1, 0, 0, 0.1, 0, 0 } } table shearTable { { -1, 0, 1, 0 } } table scaleTable { { 1, 2 } } table blamptable { { .9, 1, .86, .95, .87, 1 } } table meattable { snap { 0, .1, 0, 0, 0, 1, .5, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0 , 0, .3, 0, .3, 0, .7, 0, 0, 0,.1,.1,.1,.1,0,0,0, 0, .3, 0, .3, 0, 1,1, 0, .3, 0, .7 } }
Is there any simple parameter to raise brightness?
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http://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls
Maybe you stand too close to door?
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Do it the hard way -make nodraw brick model roughly matching gargoyle size, and export it as .ase. Use it as a clipmodel.
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The lantern purpose is to have a two state item: switched on (on head, with will disable drowning stim) and off. Could you write such script? Also, if drowning disable is unavailable, could you show me how loop with constant heal should look?
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Modified lantern script:
void playertools_helmet::init() { the_helmet = $null_entity; } void playertools_helmet::inventoryUse(entity userEntity, entity frobbedEntity, float buttonState) { if (the_helmet == $null_entity) { // No helmet so far, spawn it the_helmet = sys.spawn(getKey("def_lantern_light")); vector viewAngles = $player1.getViewAngles(); vector origin = $player1.getEyePos(); setJointPos(float jointnum, float transform_type, vector pos); /** * Attach an entity to the AI. * Entity spawnArgs checked for attachments are: * - "origin", "angles", and "joint". * These must be set prior to calling attach. * * @attName: the desired name of the attachment, e.g., 'melee_weapon' */ // Bind the helmet to the joint as defined in the entityDef file userEntity.attach(the_helmet, "light_source"); // Set the icon to the "on" icon userEntity.changeInvIcon(getKey("inv_name"), getKey("inv_category"), getKey("inv_icon_on")); } else { // helmet is already active, remove it the_helmet.remove(); the_helmet = $null_entity; // Set the icon to the "off" icon userEntity.changeInvIcon(getKey("inv_name"), getKey("inv_category"), getKey("inv_icon_off")); } }
I have no idea what I'm doing... I want helmet model to be spawn in player eyes position, but don't know where to put origin and angle data.
"def_lantern_light"? why this value is in def file?
void playertools_helmet::init() {
the_helmet = $null_entity;} -what is this? What it do?
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I decided to use lantern pattern for helmet but don't exactly know how to change it. Is there any FM using inventory item with button state value?
Also I want to use a stim disable command, but looks like it does nothing:
pattern:
* @state: 0 = disabled, 1 = enabled
*/
scriptEvent void StimEnable(float type, float state);
my version:
$player1.StimEnable( STIM_GAS, 0);
(also STIM_WATER don't' work.)
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The Old Dark House (1932) . I wouldn't believe such early movie will have such nicely sketched characters.
https://www.youtube.com/watch?v=tzcFOT3wECs
You Rang M Lord -tv serial. Really entertaining theatrical acting.
https://www.youtube.com/watch?v=lImbKfA9YoI
Are there any FMs with carefully developed characters? I mean it must be very hard to make AI act convincingly?
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I have this piece of code for helmet overlay,
1=$player1.createOverlay( "guis/helmet.gui", 100 );
sys.wait(5);
$player1.destroyOverlay(1);
but it just cause "IdActor::SetAnimState: unknown anim group". What is wrong?
Also I want a overlay transition to be made by zooming out from translucent centre of visor (so I can see a visor edge and helmet interior), then it should zoom in again. What GUI parameter will do this trick?
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I get errors with that line, how exactly should it look?Try the "heal" script event, which can be used on any entity.
scriptEvent float heal(string healDefName, float healScale);
giving it "breath_potion" as its first parameter.
I've not tried it but this script event looks set up to do the same thing as the potions that can heal by using a healDef (def_heal). They are in tdm_healing.def. breath_potion is in there too and looks like the "normal" heals but gives 600 "air"
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So I want to make my diving helmet work as inexhaustible breathing potion. I could just make a potion with different model, but want to add some hud overlays etc. Breathing potion looks like health potion for secondary health bar, just with "def_heal" "breath_potion" arg ( I don't see any specific breath potion in tdm_player_tools.script). In "Script Events User-Friendly List" there is
"float X = $<AIname/player1>.getHealth();" (returns AI/player health)
"$<AI/player1>.setHealth(<health>);" (set AI/player health)
but it generates an error at TDM start. So what command will restore breath bar?
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And what about 4096 collision models limit, does it mean that I have to turn torches or paintings nonsolid on bigger maps?
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Is there any tutorial how to replace AI texture? I'm already lost with all those material, skin and .tga names...
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"Evilness" of chaos gods is relative, they are just about letting yourself be guided by impulses -Khorne for anger, Slaanesh for lust, Nurgle for hunger (as corrosion and pestilence is about consuming flesh and matter). RL religions are suppose to establish society rights over selfishness, they would try to suppress self development just to keep different people together. In Hindu caste system there is saying "if a leg want to become a head -it become a cancer", or in early societies, :"punish small offence hard, so there will be no big offences".
But even Builder's order would need some April fool's day, where king become a beggar and vice versa, and people feast and wear/unwear masks, letting off steam.
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I would second what Goldwell says. Not every TDM mission has to be part of the TDM universe. The main point is that it is entertaining.And for instance my ship have a diesel engine -not because I really value dieselpunk over steampunk or clockworkpunk, but just because I have managed to reproduce full animated engine, with moving pistons and (glass) cylinders filling with fuel and bursting with flame repetitively, with interactive four speed gearbox. It would be stupid to dump it just for genre purity.
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@Goldwell: yes it will be in submarine mission.
@Bikerdude: do Doom3 have visibility gem? But it stretch TDM staffage for sure. For now, mission's "protagonist" looks like nuclear class submarine.
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Just learned that H.R.Giger has passed away. Coincidentally, my WIP mission have few visuals "strongly influenced" by his style. I hope it will carry a spirit of his works well.
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11
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
Yes but .sway(16, 0, '0 16 0'); should make 16 degrees swing with 16angles/sec speed -but it don't. I need about 1.5 sec timer to stop it in half of cycle and it blinks when it suppose to make transition.