NeonsStyle 586 Posted July 2, 2016 Author Report Share Posted July 2, 2016 (edited) You are a legend Dragofer. That fixed it. As for the frobable issue with a box, I can't use a prefab chest because it's a glass box made out of brushes, with the front made into a door. It's an objective item so it needs to look good n stand out. lol Still can't find that frobblock entity. Thanks so much Dragofer. Edited July 2, 2016 by NeonsStyle 1 Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
NeonsStyle 586 Posted July 2, 2016 Author Report Share Posted July 2, 2016 Where do I find the atdm:target_set_frobable entity? I'm not even sure it's an entity, it's not a spawnarg, I tried that, didn't work. I wanta clip inside the box to stop ppl nicking the item without opening it, and you can do it with this, since it's a custom box. Neon Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
Dragofer 1430 Posted July 2, 2016 Report Share Posted July 2, 2016 atdm:target_set_frobable can be made by selecting the clip brush, then right-click -> create entity. You can search through lists in DR by simply typing parts of the name. From there I'd look at a prefab chest's clip brush and adapt the spawnargs onto the custom clip brush. (froblock is another word for atdm:target_set_frobable, but adtm:etc.. is the proper name). Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
NeonsStyle 586 Posted July 4, 2016 Author Report Share Posted July 4, 2016 Thanks Dragofer, I'll use that. Didn't know about the search. Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
NeonsStyle 586 Posted July 4, 2016 Author Report Share Posted July 4, 2016 (edited) I have this wierd leak issue. All filters deactivated, and it's leaking from the void to the void, outside the map. I've drawn boxes around bothends and selected inside with all filters off & deleted, but there's nothing there. The leak just starts in the void and ends there, withoutentering the map. First thing I thought was filters, but nope not that. Then I figured select everything, copy to a new map, maybe that'll help, nope. So now i can't see what's causing it. This happened, because I found out I needed to make most brushwork inside the map func_static, so yesterday I did that. TodayI'm fixing all the leaks from that. However this leak just makes no sense. Usually they are an easy fix. Be great if someone could either take a look or suggest a fix? I hate it when you get stuck, especially on a day you set aside for mapping. lol If you want to take a look just post here n I'll pm you. Neon Edited July 31, 2016 by NeonsStyle Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
Destined 621 Posted July 4, 2016 Report Share Posted July 4, 2016 This happened, because I found out I needed to make most brushwork inside the map func_static, so yesterday I did that. TodayI'm fixing all the leaks from that. However this leak just makes no sense. Usually they are an easy fix. Could it be that one of the created func_statics has its origin in the void? I am not sure, if all the origins are created, where you would suspect (especially if you create a func_static with a multiple worldspawns in it). Quote Link to post Share on other sites
NeonsStyle 586 Posted July 4, 2016 Author Report Share Posted July 4, 2016 (edited) There were a couple, but there's nothing at either end of the leak, both ends are in the void, which is why it's puzzling me. First thing I though of was must be a func_static, but there's nothing at all there. Ìt's really frustrating when you're stuck. Problem is there just isn't anything there at either end of the leak. Edited July 4, 2016 by NeonsStyle Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
NeonsStyle 586 Posted July 4, 2016 Author Report Share Posted July 4, 2016 This issue has been sorted. Thanks to Bikerdude. Much appreciate. Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
Destined 621 Posted July 4, 2016 Report Share Posted July 4, 2016 So, what was the actual problem? Just curious... Quote Link to post Share on other sites
NeonsStyle 586 Posted July 5, 2016 Author Report Share Posted July 5, 2016 Awhile ago demagogue suggested that the inside should be func_static. I did the conversion, but then found out that I'd gone too far from Bikedude. That fixed the problem, I could revert to earlier version, without losing anything... n be more careful. in other words, I fucked up lol. Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
NeonsStyle 586 Posted July 6, 2016 Author Report Share Posted July 6, 2016 (edited) I have a problem with an AI who won't unlock a door. He has Unlock 1 spawnarg, the key opens the door, and is bound to him, and he hasthe key, but he can't unlock the door. Here are the relevant spawn args of the AI, the key and the door. Can you see why he can't open the door? AI:classname atdm:ai_guard_generic_01name captainteam 3can_unlock 1 Key: classname atdm:key_simple_steelname key_lobbybind captainbindToJoint Hipfrobable 1inv_category keysinv_name Lobbyinv_target player1used_by 1 Door classname atdm:mover_doorname lobbyallowstep 0locked 1open 0used_by key_lobby Edited July 6, 2016 by NeonsStyle Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
Destined 621 Posted July 6, 2016 Report Share Posted July 6, 2016 (edited) Your "can_unlock" spawnarg is wrong. It needs to be "can_unlock1 lobby". This is how it is described in the Wiki:http://wiki.thedarkmod.com/index.php?title=Doors#AI_Door_management To get AI to unlock/relock specific doors there are two methods currently:1. add the following spawnarg/value to the AI:"can_unlock1" <doorname>Do NOT use can_unlock_1.For additional doors on the same AI use can_unlock2 doorname etc. Edited July 6, 2016 by Destined Quote Link to post Share on other sites
NeonsStyle 586 Posted July 6, 2016 Author Report Share Posted July 6, 2016 (edited) Fixed <delete me> pls Edited July 6, 2016 by NeonsStyle Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
Destined 621 Posted July 6, 2016 Report Share Posted July 6, 2016 There is no space between can_unlock and 1. It is can_unlock1 (just like it is target, target1, target2, etc when you want an entity to have multiple targets) Quote Link to post Share on other sites
NeonsStyle 586 Posted July 6, 2016 Author Report Share Posted July 6, 2016 Yeh it threw me cause in the entity inspector there was no icon for it. Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
NeonsStyle 586 Posted July 6, 2016 Author Report Share Posted July 6, 2016 What do you do with an AI when you want it to unlock two different doors? Using can_unlock1 <doorname> only seemsto work with one door. Do we path for only one door or is there a way around it? I didn't see anything about thison the door wiki. Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
grayman 2974 Posted July 6, 2016 Report Share Posted July 6, 2016 What do you do with an AI when you want it to unlock two different doors? Using can_unlock1 <doorname> only seemsto work with one door. Do we path for only one door or is there a way around it? I didn't see anything about thison the door wiki. can_unlock1 Door1can_unlock2 Door2can_unlock3 Door3 and on and on ... Quote Link to post Share on other sites
NeonsStyle 586 Posted July 7, 2016 Author Report Share Posted July 7, 2016 Ahh thank you so much grayman. Really appreciated. Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
NeonsStyle 586 Posted July 7, 2016 Author Report Share Posted July 7, 2016 Having a mild issue. I want to use a custom sound, it's all good got it imported into map n and all in the fms folder with sound stuff etc. However dmap won't compile it from there, and needs it in the darkmod/maps folder to compile it. So that means it's not loading the custom sound in. The sound works n everything, it's setup as every other sound in the map, and they all work great, I've checked it multiple times. So how do I have my map in say darkmod/fms/mapname and compile it from there for testing without having to get it all .pk4'd up? Thanks Neon Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
demagogue 1265 Posted July 7, 2016 Report Share Posted July 7, 2016 The folder structure in the pk4 mirrors the folder structure in the darkmod root folder. So you drop the custom sound in the equivalent folder in darkmod/ as in your pk4 and where your soundshader point to, like "darkmod/sound/neon/" or "darkmod/sound/sfx/neon/" or whatever, oh and drop the soundshader in the "sound/soundshader" folder too (or whatever it's called), or I believe also in that ../neon/ folder is fine too. Then it's like any other vanilla asset and you can dmap as usual from ../maps/. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to post Share on other sites
NeonsStyle 586 Posted July 7, 2016 Author Report Share Posted July 7, 2016 (edited) So why is it when I put my map in fms/<mapname>/maps dmap reports file not found, yet if it's in tdm/maps then it works fine. Cause from what you said, the sound is correctly set up. Edited July 7, 2016 by NeonsStyle Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
demagogue 1265 Posted July 7, 2016 Report Share Posted July 7, 2016 There are 2 independent tracks. You can't mix them. You can have both going on at the same time, but still as 2 tracks. Either 1. You have everything in a pk4 in the fms folder and run the pk4 like an FM. As you say, you can't dmap from here. Only dmap from the maps folder. Or 2, you put the assets in root tdm/.. folders like they were vanilla assets (if you didn't realize, all the vanilla assets in the game pk4's are really packaged in root folders as far as the game is concerned. That's where you want your assets when building too, in root folders. This is totally separate from packaging them in your FM's pk4 for release--but see footnote) and run the .map file from /maps folder, where you can dmap and don't have to repackage a pk4 every time. Your .map will find custom assets from the root folders just like they find everything else. The typical method is to do most work on track 2, and switch to the track 1 method only as you approach the very end to prepare for the final release. So you shouldn't be putting anything in a pk4 and nothing should ever be going into the fms folder while building until near the very end typically (unless you want to share your wip with someone else, then you can give them a pk4). Edit. Footnote. Hopefully not to confuse you more, but one handy extra detail to know is that if you have multiple custom assets, you can put them in a pk4 in the root folder, like the other vanilla pk4s (that is, it mimicks root folder structure). This is not your FM, but just like a vanilla pk4 that keeps all your assets together, which may be more convenient than spreading them out in 5 different root folders you have to keep track of when it comes time to package your fm pk4 later on. That's not too confusing, is it? Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to post Share on other sites
Spooks 703 Posted July 7, 2016 Report Share Posted July 7, 2016 (edited) Demagogue is slightly off, as you can technically have everything as an FM that the game recognizes without packing it into a .pk4 archive and with being able to dmap. All you need is your fms/myFMdirectory/ folder to have a darkmod.txt file and a startingmap.txt file inside. Steal those from any other FM and edit them so your FM's name and your map's filename are listed, so the game recognizes the FM. I find "track 2" messy so I usually do dummy FM directories so I can consolidate all my files easily. It requires switching FMs and some Dark Mod restarts, but it's a small price to pay. edit: This also requires that you change your mod (fs_game) in DR to fms/myFMdirectory if you want your custom assets to show in DR. Edited July 7, 2016 by Spooks Quote My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! Link to post Share on other sites
demagogue 1265 Posted July 7, 2016 Report Share Posted July 7, 2016 Ok, yeah, I did leave that out to simplify but it's also legit. So that's a track 3, or should I call it 1B? And I edited in a footnote to my post that's a slightly cleaner way to do track 2 (2B?) in that it at least keeps all your custom assets packaged together. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to post Share on other sites
NeonsStyle 586 Posted July 8, 2016 Author Report Share Posted July 8, 2016 Ahh ok thanks Dem & Spooks for that detailed reply. Detail is good... means I learn more. So thanks heaps. Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.