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Newbie DarkRadiant Questions


demagogue

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I need create patch like this one

how ? I cant understand how drag a vertexes

 

Hey that's from Glenham! The structure is called 'vault.'

 

It goes like this:

1) patch->create end cap

This produces a curvy form. Adjust it the way you want. (Height, lenght, etc.)

2) grab the middle edge vertex and pull it away from other.

3) ready.

4) Oh and you might have the face pointing towards the wrong direction. Fix it with patch->matrix->invert.

Clipper

-The mapper's best friend.

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How do I take in game screen shots of the Dark Mod?

 

Thank you

 

Either: Open the console, and type "screenshot" in it, or I think press "Print" (The key should be next to F12 somewhere) on your keyboard.

"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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Pressing F12 will write a screenshot (a fairly large TGA by default) into the loaded fm's folder.

For example if you're playing The Outpost you will find the screenshots somewhere like C:\games\doom3\outpost\screenshots

If it's not there, try looking in \doom3\darkmod\screenshots.

 

Shout if you have any trouble.

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Hey guys

 

I haven't worked on my Fm for about a year, and decided to get back to it.

 

As far as mapping I can get around fairly well myself, but when it comes to scripting I am practically clue-less. The fact that I don't even know the proper syntax of the scripting basics, makes it a little like spelling without knowing the alphabet.

 

I have two scripts I would like to make, and was hoping someone could take the time and write the script with the proper syntax, so I can continue the fun of mapping!

 

This is basically what I have come up with, If you could correct it for me that would be cool.

 

First script will be a entity: "atdm:lamp_electric_square_1_lit" controlled by an on/off switch.

 

Here goes:

 

(The delays are seconds)

 

light_switch_trigger_script_1

(

if = off

delay 1

set color 0.33 0.33 0.33

delay .7

set color 0.22 0.22 0.22

delay .3

set color 0.11 0.11 0.11

delay .1

set color 0.00 0.00 0.00

 

if = on

delay .1

set color 0.11 0.11 0.11

delay .3

set color 0.22 0.22 0.22

delay .7

set color 0.33 0.33 0.33

delay 1

set color 0.44 0.44 044

)

 

The numbers I will tweak on my own - Its just the general idea.

 

The second script will be a entity: "func_rotating" controlled by an on/off switch.

 

(

if = off

delay 1

set rotation speed 8

delay .7

set rotation speed 5

delay .3

set rotation speed 2

delay .1

set rotation speed 0

 

if = on

delay .1

set rotation speed 2

delay .3

set rotation speed 5

delay .7

set rotation speed 8

delay .1

set rotation speed 10

)

 

I think it is pretty obvious I know nothing about scripting!

 

Please help me come up with a valid script that I can copy and paste into the script window.

 

Thank You.

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This combines both and starts with it off:

 


  •  
  • Create a func_mover (it might work with a func_rotating but there may be conflict)
  • Name it say, MyRotator
  • Creat a light named MyLight and give it _color 0.0 0.0 0.0
  • Create a atdm:target_callscriptfunction and target your lever at it.
  • Give the atdm:target_callscriptfunction the property/value: call toggle_rotator
  • Make a plain text file in your maps folder to go with your map and name it mymap.script (same prefix as your map.)

 

float g_rotating=0;

void toggle_rotator()
{
float rotating;

if (g_rotating==0)
{
	rotating=1;
	sys.wait(.1);
	$MyLight.setColor(0.11, 0.11, 0.11);
	$MyRotator.rotate('2 0 0');
	sys.wait(.3);
	$MyLight.setColor(0.22, 0.22, 0.22);
	$MyRotator.rotate('5 0 0');
	sys.wait(.7);
	$MyLight.setColor(0.33, 0.33, 0.33);
	$MyRotator.rotate('8 0 0');
	sys.wait(1);
	$MyLight.setColor(0.44, 0.44, 0.44);
	$MyRotator.rotate('10 0 0');
}

if (g_rotating==1)
{
	rotating=0;
	sys.wait(1);
	$MyLight.setColor(0.33, 0.33, 0.33);
	$MyRotator.rotate('8 0 0');
	sys.wait(.7);
	$MyLight.setColor(0.22, 0.22, 0.22);
	$MyRotator.rotate('5 0 0');
	sys.wait(.3);
	$MyLight.setColor(0.11, 0.11, 0.11);
	$MyRotator.rotate('2 0 0');
	sys.wait(.1);
	$MyLight.setColor(0.00, 0.00, 0.00);
	$MyRotator.rotate('0 0 0');
}

g_rotating=rotating;
}

 

You'll likely have to move the rotation value positions around depending which direction you want to rotate, eg, you might need 0 10 0 or 0 0 10.

 

Performance might be improved by also turning the light on and off.

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Hello there

 

I want to use playing cards behavior in my map but I don't know how to set it up. I will be grateful if someone can advise me.

 

Good question; I can't find any info quickly. I can probably work it out the hard way but hopefully someone will come up with an explanation.

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I want to use playing cards behavior in my map but I don't know how to set it up. I will be grateful if someone can advise me.

 

There's at least one prefab of two characters playing cards (I think there might be a couple). You can insert the prefab in your map and then adjust to taste.

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There's at least one prefab of two characters playing cards (I think there might be a couple). You can insert the prefab in your map and then adjust to taste.

 

I have got the latest version of Dark Radiant but I haven't found anything with Al's in prefab list :(

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Yes, but not easily. You have to make a new entitydef for them.

 

There are also a host of other problems in using them: They do not behave like TDM AI at all, they might miss critical bits (we don't even load the scripts that drive D3 monsters anymore) and there might be a lot of other things that break with them. Plus, if there is ever a non-doom3-TDM variant, it wouldn't run your map at all.

 

So I'd strongly advise against using them.

"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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  • 2 weeks later...

I was trying to do a test-pack of the fm i am working on, but for some reason the briefing doesnt show up, nor the background of mission load works, it just loads the default empty ones..

I checked it a few times repacking reloading getting into the xdata and gui files, but i cant seem to find the problem,

 

Any idea where should i look more carefully? do i need to create an entity or do something in radiant i dont know of?

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