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demagogue

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Is there a way to set a live (armed) mine?

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Thank you.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Noobest of newb questions coming up. To be the first of several, I'm sure. Apologies in advance.

 

So I'm here: http://wiki.thedarkm...tallation_Guide

...following the steps. And I run DR and get to the engine path question. I know I don't need Doom 3, but every time I set a location I get an error message when I try to run it, saying the fs_game folder doesn't exist. I've tried putting it in my "The Dark Mod" folder, but same deal.

 

Obviously there's a fix, I just haven't been able to dig it up with a google search. And I assume there's an answer in this thread: http://forums.thedar...ngs-for-tdm-20/ but I'm apparently not clever enough to figure out what I'm doing wrong. Maybe I need to create a folder, or the error message doesn't matter. But I'm guessing there's a step I'm missing. Thanks for any help.

 

{edit} I think I solved it with a folder creation, making a "darkmod" folder in my "The Dark Mod > fms" folder. Problem solved, I hope. I assume I'll just need to make new folders each time I start a new map.

Edited by Digi

"Fancy burricks are afraid of dogs, if they encounter each other the dog barks and the burricks poop." - Thief: Deadly Shadows Game Designer

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Engine Path points at the folder where your darkmod folder is in.

 

fs_game is the path of your darkmod folder relative to the above one (so darkmod normally)

 

fs_game_base is the path to your fm mission folder relative to the first one, so for example "darkmod/fms/mymission". You only need to set that path if you have custom content in your fm, so leave it empty for now.

 

In earlier times it was neccessary that the folder TDM is in is called darkmod, don't know if that has been fixed yet.

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

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Two new questions:

 

1. This might be stupid question, but how do I turn a standard object into a door controller (does not have to be operable by AI)? If I change the entity class, the object simply disappears.

2. Hanging bodies. Has this been implemented somewhere, and if yes, how can you do it? Attach a ragdoll to a rope?

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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1. This might be stupid question, but how do I turn a standard object into a door controller (does not have to be operable by AI)? If I change the entity class, the object simply disappears.

 

For example, open a door using a torch base or wall sconce?

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Something like that.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Perfect! My new mission, "Secret Doors of the Hanged Corpses", will finally be made! Mwa ha ha HA HA HA

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Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Whatever should open the door simple needs to be either an atdm:mover_button or atdm:mover_lever entity. It has to target the door than. Those entities trigger their targets on state change.

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

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Whatever should open the door simple needs to be either an atdm:mover_button or atdm:mover_lever entity. It has to target the door than. Those entities trigger their targets on state change.

 

You could start with one of the existing switches and change the model to something else. For example, start with a rotating lever prefab, delete the backplate, change the lever's model to a wall torch model, set the rotation angle appropriately, and voila!

 

If for some reason your object doesn't highlight properly, it's because of the textures it uses. Not all textures are set up for highlighting. Either experiment with different models until you find one that highlights, or add a highlighting stage to the texture that's missing one.

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What I normally does if I have created custom models for such things in DR, is to select them and right-click -> create entity. Works like a charm. If you have levers you have to be aware that they will rotatate around they origin. Use the vertex mode (shortcut: v) to drag it to the desired location.

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

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So I have a repeatable trigger (player's character bed) and it should end several objectives by atdm:target_setobjective_state entities. But it looks like first frob on that trigger set ALL atdm:target_setobjective_state, even if assigned objectives are invisible AND need previous objectives to be fulfilled.

It looks like objective state is stored in atdm:target_setobjective_state and only waits for its objective to pop up -then it fulfil it imminently.

I could just put another atdm:target_addobjectives, but is there a way to make atdm:target_setobjective_state wait?

Edited by ERH+

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Do the objectives that are misbehaving have the boolean AND when looking to see if they are completed? For example, 1 (frob bed) AND 2 (something else)?

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Is going to bed the win for the mission? So like, 1 (steal 2000 loot), 2 (steal valuable book), 3 (go to bed in your room), and if you click on the bed early it still completes the objective, but the objective should be incomplete until 1 and 2 are done, so 3 would need success logic 1 AND 2? I can't tell if I am just misunderstanding you

Intel Sandy Bridge i7 2600K @ 3.4ghz stock clocks
8gb Kingston 1600mhz CL8 XMP RAM stock frequency
Sapphire Radeon HD7870 2GB FLeX GHz Edition @ stock @ 1920x1080

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Make multiple beds that trigger the desired objectives

Bed 1 -> objective 1

Bed 2 -> objective 2.

 

When bed 1 has fulfilled it's need, teleport it into the blueroom. Simultaneously teleport Bed 2 exactly onto the place where bed 1 was.

 

Alternatively, bed 1 could trigger a script entity. Your script would have a mission_state variable. Then when the bed is frobbed,the mission_state variable is checked and stuff is done

Pseudocode:

If mission_state=0
end day1
start day2

if mission_state=1
end day2
start day3

if mission_state=2
happy_ending

mission_state=mission_state+1

 

You always have the same bed in the game, the mission_state changes and the script does the tasks based on that. Probably easier than the first option.

Clipper

-The mapper's best friend.

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Is it always the same sequence/order of "days"? If so, and I understand correctly, have multiple target entities for the bed that only affect the appropriate objective, and increment/change which is targeted each day.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Could someone please point me to a nice tutorial about properly cut a wall to place windows?

 

Yti7wFt.jpg

 

 

I made this for practice and learning DR. If someone could also show me a nice tutorial to create terrain and test my map in DM I would really appreciate it. I tried several times but failed.

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Could someone please point me to a nice tutorial about properly cut a wall to place windows?

 

http://www.youtube.com/watch?v=nYiHCOoDmT8

 

Skip to about 1:57 in

Edited by Goldwell
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How can I control player movement, paralyse him for few seconds, then force him to move from a current position to specific point? Or even go to sleep/ wake up animation?

Edited by ERH+

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