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Newbie DarkRadiant Questions


demagogue

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Ah, I should probably specify one thing: the script I got is from the wiki, specifically this page:

 

http://wiki.thedarkmod.com/index.php?title=Clock-Triggered_Game_Events

 

I realize that main is where you activate scripts at map start, but trying to do so would only trigger the first runClock method because of some kind of conflict. So if I had something like

void main ()
 {
	sys.waitFrame();
	runClock($clock_hand_big, $clock_hand_small);
	runClockDummy($clock_hand_big2, $clock_hand_small2);
	runClockDummy($clock_hand_big3, $clock_hand_small3);
	runClockDummy($clock_hand_big4, $clock_hand_small4);
 }

only the line after sys.waitFrame() gets activated. That's why I tried using the "starting the clock during the mission" method, which is what's broken currently.

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This is because it will wait for the first command to be executed before proceeding with the next one. As this one however contains an infinite loop, all oncoming code is unreachable. The code will behave like this in any case, independent on whether you place it in the main method or somewhere else. You have to start the functions as threads to get them to work in parallel. So your main method has to look like this:

 

void main()
{
    sys.waitFrame();
    thread runClock($clock_hand_big, $clock_hand_small);
    thread runClockDummy($clock_hand_big2, $clock_hand_small2);
    thread runClockDummy($clock_hand_big3, $clock_hand_small3);
    thread runClockDummy($clock_hand_big4, $clock_hand_small4);
}
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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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  • 2 weeks later...

I keep getting aas is out of date issues, even though I just dmapped it just now. This has been going on for a bit, and I'm releasing today

and I need to get this sorted. Anyone know why it's doing it? I know the usual answer is dmap it, but it's not working.

 

I even tried deleting the .aas files so they'd be renewed but it didn't work. Anyone know?

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 game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Files are all in the right folders, and yes the bots are all slightly above the floor, including the rats. I just went through and checked them all. There

were a couple that were in the floor, fixed them but problem remains.

 

Also it has some internal leaks that I thought were fixed. I went right through the map using Springs method to solve

them, and there were no leaks out of the house, but there are still auditory leaks. I really need someone to look at it

to try to work it out.

Edited by NeonsStyle

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 game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Did you check the console after dmapping/runAAS? Maybe the are warnings that could be a hint on what might go wrong during dmapping/runAAS.

 

Do you have a betamapper thread open?

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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There is one warning:

 

during compiling AAS...

WARNING: no entities inside

 

I'm damned if I know what that means?

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 game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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This is exactly what ti says. It makes no mention of AAS32

 

during compiling AAS...

WARNING: file def/tdm_prob_items.def, line 507: 'replace_anim_idle_sit_tab01' already defined

WARNING: no entities inside

Edited by NeonsStyle

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 game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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More than likely, it's not your humanoid AI, since you've had them around for a long while with no problems.

 

Have you recently added rats or spiders or horses or a lanternbot?

 

The error message is telling you that NONE of a particular AI class is free to roam about; they're ALL stuck inside or too close to monsterclip or worldspawn.

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I havn't changed humans for months, same with the rats. The horses are floating over the ground, and have no pathing

so they just stand around. I did add a spider, but it is also floating slightly above the ground in DR. All bots can move freely.

 

I just went through and checked them all again, and it all seems fine. Also I don't have any bots using the tap fingure anim.

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 game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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PM me a link to the mission. Floating above the ground isn't the problem. The problem is the relationship of the AI to the worldspawn/monsterclip around them. It should only take me a moment to find the culprit.

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Adding an AAS floot entity like that doesn't cause issues, it is exactly what it is meant for (well, not for green rooms, but areas that should be navigateable for ai but where no ai is at map start). But it could be that a flood entity is too close or inside a wall or monsterclip brush.

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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graymen found the problem, horses were clipping m/c. Fixed now. :)

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 game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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You probaby should take the clever specimen next time so this doesn't happen again ;)

  • Like 1

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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  • 2 weeks later...

Having a bit of trouble getting signs to work. In specific, the signs of the class "atdm:readable_immobile_sign_small01" just report errors loading their gui, even though from what I understand I set up the xdata correctly. I have other readables which work just fine, so the problem is specific to these sign readables.

 

Any idea what gui definition the sign readables accept? Or any other idea where I might be going wrong?

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I've had trouble with those very entities too, I ended up abandoning them. If nobody else knows something that we don't, my advice is just make a patch with the gui texture, make it into a func static then give it its own text. Then you can manually place it close to an empty sign model.

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

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Some of them get their text via a guiParm on the entity. Check the entity spawnargs.

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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Is it possible to have lights reflect in water? In the map I'm working on, I have a bit of water, and it reflects brushs/models fine

but doesn't reflect lights. Is there a way to do this? It'd add so much to the map.

 

I still need an answer on this please.

Edited by NeonsStyle

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 game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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I've had trouble with those very entities too, I ended up abandoning them. If nobody else knows something that we don't, my advice is just make a patch with the gui texture, make it into a func static then give it its own text. Then you can manually place it close to an empty sign model.

 

Could I get a run-down of what I have to do for the patch solution, in specific? It seems like a universally helpful technique, but I am struggling with this.

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UberMann, did you try using the prefab signs? I had trouble using the sign entity, so I ended up using a prefab. Just put a sign model

up, then put the prefab over it, you'll have to fiddle with it to get it positioned, but it works.

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 game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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