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Bikerdude

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As a readable with a custom GUI, maybe?

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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question:

 

is it possible to have more than 1 page in-game maps..? like we have in T2..?

 

Not with the current map_of_*.gui; it only displays one page. The gui for your item would have to be extended from the default gui to understand page turning.

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Maybe a Teleport?

 

http://modetwo.net/d...fficulty_Levels

 

http://modetwo.net/d...orting_entities

 

Edit:

 

Looks like you could add difficulty based position data directly to the info_player_start entity by adding:

 

diff_N_change_0 origin diff_N_arg_0 -2530 795 -5

(for distance offset)

 

and if you want to get fancy change the angle:

 

"diff_1_change_0" "angle"

"diff_1_arg_0" "+45"

 

If I read these wikis correctly...

 

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

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Maybe an easier method:

 

 

Copy the info_player_start entity to different locations and give each copy a different name.

 

Then use the "diff_X_nospawn 1" values to exclude the positions that you don't want to spawn for a specific difficulty.

 

Risky business not sure if this would crash....

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

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You need to apply the "diff_N_change_0 origin diff_N_arg_0 -2530 795 -5" values to one entity.

 

Like:

 

diff_N_change_0 origin diff_0_arg_0 -2530 795 -5

diff_N_change_0 origin diff_1_arg_0 -2530 795 -6

diff_N_change_0 origin diff_2_arg_0 -2530 795 -7

 

 

OR

 

Use the "diff_X_nospawn 1" for each copied player (again, not sure how well that works)

 

(Sorry, still flying by the seat of my pants on this but that is how the syntax looks)...

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

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// entity #
{
"classname" "info_player_start"
"name" "info_player_start_1"
"angle" "180"
"origin" "204 -60 912"
"diff_1_change_0 origin diff_1_arg_0" "200 -56 912"
"diff_2_change_0 origin diff_2_arg_0" "-232 -232 912"
}

 

The diff should be applied to the same entity not separate ones...

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

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OK, multiple info_player_start entities with "diff_X_nospawn 1" does not work.

 

I will now try removing all but one entity and give it diff angles...

 

Edit:

 

using the diff_x_change didn't work...

 

now will try teleport...

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I don't think the code even supports multiple player start entities. However, one entity with the different spawnargs should work.

 

Edit: The code would be:

 

/*
===========
idGameLocal::SelectInitialSpawnPoint
spectators are spawned randomly anywhere
in-game clients are spawned based on distance to active players (randomized on the first half)
upon map restart, initial spawns are used (randomized ordered list of spawns flagged "initial")
 if there are more players than initial spots, overflow to regular spawning
============
*/
idEntity *idGameLocal::SelectInitialSpawnPoint( idPlayer *player ) {
   int             i, j, which;
   spawnSpot_t     spot;
   idVec3          pos;
   float           dist;
   bool            alone;

   if ( !isMultiplayer || !spawnSpots.Num() ) {
       spot.ent = FindEntityUsingDef( NULL, "info_player_start" );
       if ( !spot.ent ) {
           Error( "No info_player_start on map.\n" );
       }
       return spot.ent;
   }
...

 

and I don't see how it would pay attention to the difficulty settings.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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// entity #
{
"classname" "info_player_start"
"name" "info_player_start_1"
"angle" "180"
"origin" "204 -60 912"
"diff_1_change_0 origin diff_1_arg_0" "200 -56 912"
"diff_2_change_0 origin diff_2_arg_0" "-232 -232 912"
}

 

Then something is wrong with the the way I've applied the diff_1_change syntax above?

 

Can a conditional be inserted in the above like:

 

If tdm_difficulty == 2

"origin" "x x x"

 

?

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

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Greebo could say more why diff settings don't work with the player. Anyway, the easiest way to get this to work would probably be a script that teleports the player to a given entity (so the "targets" can be easily placed in DR) at map start, depending on the difficulty level. Not sure how t read out which level it is via script, tho, as there doesn't seem to be a script event available for this.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I tried all kinds of things, scripts, two kinds of teleport, all without success. I could move the player with script but have never found any way to turn him. Anyway, here is the answer, courtesy of Stumpy:

 


  •  
  • Create an info_player_teleport (NOT the tdm one NOR the func_teleport. Easiest way to find this is click on base then SHIFT + RIGHT ARROW to open full list then type info_player_teleport)
  • Move it to the first place where you want the player for difficulty Easy.
  • Rotate it the way you want the player to face.
  • Give it diff_0_nospawn 1
  • Clone it for Hard and change above to diff_1_nospawn 1
  • Clone it for Expert and change above to diff_2_nospawn 1
  • Put the player in a black room (probably any dark plain area will do.)
  • Create a door where it can't be seen in the game.
  • Give it:
  • auto_open_time 0.01
  • Then three targets to each of the teleports

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The problem you've been having with these player spawnargs is that you're using them like this:

"diff_1_change_0 origin diff_1_arg_0" "200 -56 912"

"diff_2_change_0 origin diff_2_arg_0" "-232 -232 912"

 

When you're supposed to use them like this:

"diff_1_change_0" "origin"

"diff_1_arg_0" "200 -56 912"

"diff_2_change_0" "origin"

"diff_2_arg_0" "-232 -232 912"

 

And you can change angles like this:

 

"diff_1_change_1" "angle"

"diff_1_arg_1" "315"

"diff_2_change_1" "angle"

"diff_2_arg_1" "135"

 

I tested this in 1.02 and it works.

Set "difficulty" "1" on any worldspawn brush and change it to test difficulty levels "0", "1", and "2".

I've attached a test map.

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I should've looked at the wiki article in edit mode.

 

I fixed the problematic entries with "pre" tags.

 

BTW...

 

THANKS!!! :D

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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The problem you've been having with these player spawnargs is that you're using them like this:

 

When you're supposed to use them like this:

 

Thanks Gman, you know I did wonder about this very thing - the way the wiki has been does just caused confusion..

 

Also I did also wonder about the 'difficulty 1' on WS, so can I assume that I just remove that arg from WS in the release map..?

 

I tried all kinds of things, scripts, two kinds of teleport, all without success. I could move the player with script but have never found any way to turn him. Anyway, here is the answer, courtesy of Stumpy:

 

Thanks Fids/Stumpy - if Gmans method dont work then I will fall back to this one.

Edited by Bikerdude
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