Jump to content
The Dark Mod Forums

Carrying bodies objective.


kingsal

Recommended Posts

Hello everyone,

 

I have a question about carrying bodies in TDM, specifically related to objectives. Is it possible to fire an entity-at-location objective while the player is carrying the entity (body)? Currently, the player must drop the entity at the info_location info_tdm_objective_location to fire the objective.

 

The logic I can think of so far:

- Script that checks to see if player is carrying body.

- Conditional hidden objective controlled by script (is player carrying body?)

- Info_location objective enabled by the is player carrying body objective.

- An additional objective in the case the player drops the body into the obj location. (maybe this isn't necessary?)

 

Any thoughts or suggestions?

 

Edited by kingsal
  • Like 1
Link to comment
Share on other sites

There are spawnargs that let you define script functions to be called when the entity is picked up or dropped. You could use them to trigger an objectives state. You can also check whether and what entity the player is currently holding (grabbing as it is called in the script language). Check the tdm script reference for the name of the script functions.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Obs- Is there someplace I can look at all the possible spawnargs for objects in TDM?

 

I want to search for something like a "on_pick_up_script" and "on_drop_script" spawnarg. My current process is to duplicate the script called by the scriptobject spawnarg and add in my own functions which might not be the best way to do it...

 

It looks like there is a getShouldered() function I can use. At which point if I can add a setObjectiveState() to that. However, I am super new to scripting so I am wondering if this needs to be uh a looped somehow? I'm not sure how to tell it to set Objectivestate back to 0 if the player drops the body. Unless that's done automatically.

 

Sorry for the very basic questions.

Edited by kingsal
Link to comment
Share on other sites

show inherited spawnargs in dr.

 

But IIRC they are called equip_action_script and dequip_action_script.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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

    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
    • OrbWeaver

      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
      · 4 replies
    • nbohr1more

      Please vote in the 15th Anniversary Contest Theme Poll
       
      · 0 replies
    • Ansome

      Well then, it's been about a week since I released my first FM and I must say that I was very pleasantly surprised by its reception. I had expected half as much interest in my short little FM as I received and even less when it came to positive feedback, but I am glad that the aspects of my mission that I put the most heart into were often the most appreciated. It was also delightful to read plenty of honest criticism and helpful feedback, as I've already been given plenty of useful pointers on improving my brushwork, level design, and gameplay difficulty.
      I've gotten back into the groove of chipping away at my reading and game list, as well as the endless FM catalogue here, but I may very well try my hand at the 15th anniversary contest should it materialize. That is assuming my eyes are ready for a few more months of Dark Radiant's bright interface while burning the midnight oil, of course!
      · 4 replies
×
×
  • Create New...