Jump to content
The Dark Mod Forums

multiple start positions


stumpy

Recommended Posts

is it possible to detect in the script what difficulty the player has picked at the start of the map, I was thinking I could use my hub script to make the player start in a different location on the map depending on what difficulty they've choosen.

Link to comment
Share on other sites

cant have more than one info_playerstart per map, the editor wont let you add more even if you add the difficulty option to the entity, its not like hammer where you can add loads of player starts, can't place the teleport entity beneath the player as the player goes to the teleport entity when the teleport entity is triggered, this is the same as hammer.

 

Although it doesn't really answer the question of can the difficulty settings be detected in script for the <nameofmap>.script file.

 

psuedo script

void Main()

{

call things you want to happen right at the start of the map, go here.

check difficulty

player starts at info_playerstart if difficulty is 0

send player to start2 if difficulty is 1

send player to start3 if difficulty is 2

}

Link to comment
Share on other sites

Wouldn't this work?

 

* Place info_playerstart in blue room

* Place three trigger_multiple entities underneath the info_playerstart; each trigger_multiple is only present on one specified difficulty level (using the diff_X_nospawn spawnargs).

* Place three info_player_teleport entities; one at each desired starting location

* Each trigger_multiple targets the appropriate teleport entity

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
Link to comment
Share on other sites

In TDM 1.00 there is no script interface for the difficulty settings yet. The difficulty is selected in the menu GUIs and then stored internally in the DifficultyManager (in the C++ code).

 

I can see the need for such a script function, so feel free to file this request on our bugtracker, it might get looked into.

 

For now, you'll need to settle on the method using difficulty-specific origins:

 

"diff_0_change0" "origin"

"diff_0_arg0" "20 30 0"

etc.

Link to comment
Share on other sites

Really? I thought greebo's solution was cleaner. :) I guess the disadvantage is that you can't directly visualise and modify the locations of the player starts.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
Link to comment
Share on other sites

Definitely use greebo's fix. But it's not so self-evident to the novice:

 

Move the player start to position Easy.

Property: diff_0_change0

Value: origin

Property: diff_0_arg0

Value: <copy and paste the values from the origin property>

 

Move the player start to position Hard.

Property: diff_1_change0

Value: origin

Property: diff_1_arg0

Value: <copy and paste the values from the origin property>

 

Move the player start to position Expert.

Property: diff_2_change0

Value: origin

Property: diff_2_arg0

Value: <copy and paste the values from the origin property>

 

It is likely you will want to rotate the player differently at each location. I'm not at my main PC at the moment so have to guess but I think you need to repeat the above with the angle property. If angle doesn't show then use rotation. So at each of the above steps you would also turn the player start and add (this example is for Easy. Substitute diff_1 for diff_0 for Hard and diff_2 for Expert.)

 

Property: diff_0_change1

Value: angle

Property: diff_0_arg1

Value: <copy and paste the value from the angle property>

 

There is a console command to change the difficulty level but I haven't got it at hand on this PC.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 2 replies
    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 4 replies
×
×
  • Create New...