Jump to content
The Dark Mod Forums

Changing AI's patrol route after trigger


Springheel

Recommended Posts

Do we emptyLeftHand or isn't the current "drop" command already sufficient?

 

http://wiki.thedarkmod.com/index.php?title=Frame_commands

 

But looking through this list, it always needs the name of the thing to be dropped, so having a generic empty would be still useful.

"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

I changed the anim to empty the left hand, since that's the one holding the cards.

 

You're right, it ain't pretty. They toss the cards across the floor, seemingly in disgust, which I guess is okay since they both have to leave their card game to go on duty.

 

Thanks.

Link to comment
Share on other sites

Nuts. I made it as if they held it in their right hands. I'll adjust it tonight.

Link to comment
Share on other sites

Much better. The way my guys are positioned, one dropped his cards on the floor and one dropped them on the table. Looked pretty good.

 

At some point during 1.08 testing, we'll need to look at the eaters and drinkers that start out sitting. It shouldn't need new code support, just dropping anims.

 

(Look: The guy who doesn't have to make them used the word 'just'. <_< )

Link to comment
Share on other sites

we'll need to look at the eaters and drinkers that start out sitting

 

I've never bothered making any eating animations, since without being able to control the head to make the mouth open (http://forums.thedar...ead-animations/) they just look silly.

 

There is the bottle drinking one though. I could so something quick and dirty for that as well.

Link to comment
Share on other sites

I've never bothered making any eating animations, since without being able to control the head to make the mouth open (http://forums.thedar...ead-animations/) they just look silly. There is the bottle drinking one though. I could so something quick and dirty for that as well.

 

grayman probably refered to "dropping anims" instead of "eating anim", but still a "put things close to mouth" animation would still look miles better than the placeholder I used now. Also, a simple "drop thing in front of you" or "put thing down on table" and "pick up from table" would be cool to have. Right now the eater drops f.i. his apple core on the floor.

"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

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

    • The Black Arrow

      Hey @nbohr1morehow come the zombies in The Dark Mod don't have a "resurrection" mechanic to it, similar to how Thief has it?
      They're quite a weak creature as of right now, it's merely a walking corpse that slashes you, making attacking them to kill them an actual strategy.
      Would be better if they had some cool mechanism to it that truly makes them a danger, such as the resurrection idea itself.
      · 2 replies
    • Ansome

      Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.
      · 4 replies
    • nbohr1more

      The Lieutenant 3 is out! Congrats Frost_Salamander! ( raising awareness )
      · 2 replies
    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 5 replies
    • 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
×
×
  • Create New...