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ERH+

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Posts posted by ERH+

  1. I have nodraw atdm:froblock, atdm:mover_lock_handle with model. On start both lock and lockhandle are not frobable, and handle is hidden. What I want to do, is to make an object to become visible, move like lock_handle, but be removed (or hidden) when lock is opened.

    But teleporting handle makes nothing happening, and attaching invisible func_static to handle makes BOTH handle and func_static invisible when func_static should be switched to visible. They turn visible if I use lockpick on them, but after I open lock, script not only remove func_static, but also a handle and any object binded to it. Help?

  2. Speaking only about colours... From one side, knights needed additional shirt over armour in sunny days to not boil up, and black armour would be acceptable only in some northern regions to catch up sun heat. From other side black armour is a sign of black knights, people who both follow strict moral codex and breake it by practising ways of witchcraft. He is a knight's equivalent of anti-priest. But I love Warhammer 40K and such over the top visage is just one step from it.

  3. So I have a repeatable trigger (player's character bed) and it should end several objectives by atdm:target_setobjective_state entities. But it looks like first frob on that trigger set ALL atdm:target_setobjective_state, even if assigned objectives are invisible AND need previous objectives to be fulfilled.

    It looks like objective state is stored in atdm:target_setobjective_state and only waits for its objective to pop up -then it fulfil it imminently.

    I could just put another atdm:target_addobjectives, but is there a way to make atdm:target_setobjective_state wait?

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