Jump to content
The Dark Mod Forums

Sir Taffsalot's mapping thread


Sir Taffsalot

Recommended Posts

Let's not clog this forum up with stupid questions. I'll put them all in one thread now.

 

I'm trying to make an object frobable. I read the inventory tut and entered the required spawnrags but when I try to drop the model it just floats in mid air. It seems I have to add the porperty "drop_to_hands" and set it to 0 for the model to fall. This doesn't work for me though. Any ideas on what I'm doing wrong?

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Link to comment
Share on other sites

I'm trying to trigger an objective once a readable has been read. I'm using a "target_setobjective_visibility" entity. The problem is that once the readable has been read it goes to mission complete and ends. I have the "obj_id1" property listed in the "target_setobjective_visibility" entity and the name of it in the completion target of the objectives editor. What else am I missing?

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Link to comment
Share on other sites

Missions are completed when all the mandatory objectives are completed. If you have only one objective, completing that ends the mission instantly.

Add another objective to prevent the mission from ending.

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

yes I have two objectives. The 2nd is hidden and is supposed to be triggered when the first is completed. eg Go to the police station and read the police report to find out where your fence is been held. Thats Objective 1. When completed objective 2 should be triggered which would be go to cell block H4 to break your fence out.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Link to comment
Share on other sites

I think hidden mandatory objectives do not count. If all objectives visible in the objective list are checked, mission ends.

 

Adding a visible mandatory objective will prevent the mission from ending. It is fine, in the end you're probably have the "exit here" objective or similar anyways.

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

Did you put the hidden objective in the conditions for success? (can't remember the actual name of the field)

Link to comment
Share on other sites

Ah yes. Adding a "go to X when finished" objective stopped the mission from finishing. The aditional objective that was previously hidden was then displayed. Thank you both for your help.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Link to comment
Share on other sites

how would I go about creating some sort of animation eg an object been destroid by bursting into flames? Sorry for my lack of a technical term. It's been a while since I played Flakebridge monastry but iirc correctly you had to destroy a book of the dead by dropping it into some holy water which then burst into flames and then disapeared. Thats pretty much the same effect I'm after. How would I go about achieving that?

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Link to comment
Share on other sites

The water had a custom stim on it

When the book received that stim, it activated:

A teleporter to transport the book to a blue room,

A particle effect (the fire),

A sound effect, and

A complete objective trigger

 

And that is all there is to it, if I am not mistaken.

Link to comment
Share on other sites

The water had a custom stim on it

When the book received that stim, it activated:

A teleporter to transport the book to a blue room,

A particle effect (the fire),

A sound effect, and

A complete objective trigger

 

And that is all there is to it, if I am not mistaken.

 

Hm, why not simply destroy the book ( $book->kill() )?

 

Both the particle affect and sound effect could have been triggered when the book dies, just like a firearrow.

 

Of course, if it works, it works :)

"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

Link to comment
Share on other sites

Thanks for the replies. I used the stim and responses and that seems to work. Just two things. I'm using a func_teleporter but how do I get the book to teleport without doing so myself? And for the func_emitter I'm using a particle effect of flames. How do I get the func_emitter to stop affter a few seconds creating a temporary burst of flames?

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Link to comment
Share on other sites

Thanks for the replies. I used the stim and responses and that seems to work. Just two things. I'm using a func_teleporter but how do I get the book to teleport without doing so myself? And for the func_emitter I'm using a particle effect of flames. How do I get the func_emitter to stop affter a few seconds creating a temporary burst of flames?

 

For the func_emitter, you can use either:

 

* put a "script_object" "tdm_suicide" and "remove_delay" "X" where X is in seconds on, it, that will kill/remove the entity after X seconds

* use a one_shot particle. Some particle effects use "cycles" "0" so they cycle endless, if you clone the particle effect and replace this with "cycles" "1" it will run only once, then end. But in this case the emitter will still be around and wait for ever.

* use a script to kill the emitter after X seconds (believe me, running all this from a script is supereasy. No teleport nec. etc.

 

If you need any help, jus ask!

"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

Link to comment
Share on other sites

  • 4 weeks later...

Haha the exact second after I made that post I remembered the "drop_to_hands" property. I assigned that to my item in the inventory and it now gives me the option of throwing it when I press the R key. smile.gif

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Link to comment
Share on other sites

I'm having trouble getting my stim and response to work. I made a small map a few weeks ago and messed around with the stim & response and it worked fine. Now that I'm trying to impliment it into my acual map I can't get it to work. here's some screenshots of what I'm doing. At the moment I'm just trying to get a basic func_emitter to work. Maybe someone can see where I'm going wrong?

post-3947-131081604817_thumb.jpg

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 2 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...