PranQster 454 Posted February 23, 2015 Report Share Posted February 23, 2015 At the very least, it might be worth adding a caveat and a link? "This method of lighting is now outdated, see XXXX"Being one who has referred to outdated wiki articles before without knowing better, this helps a lot. Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to post Share on other sites
Deshtat 25 Posted February 23, 2015 Report Share Posted February 23, 2015 Hi there, I have a little problem with my food props... I created a basic "apple" entity (from the movables), but it seems that I can't make the player eat it. All I can do is frob it, and moving it around. Is there a spawnarg I need? Thank you! Quote Link to post Share on other sites
Obsttorte 1499 Posted February 23, 2015 Report Share Posted February 23, 2015 There is already a moveable apple the player can eat. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild WIP's: Several. Although after playing Thief 4 I really wanna make a city mission. 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 post Share on other sites
Deshtat 25 Posted February 23, 2015 Report Share Posted February 23, 2015 Well that is strange, I can't seem eat it, and I just noticed that I can't turn off candles as well... must be something wrong with my "use" input. Quote Link to post Share on other sites
Dunedain19 164 Posted February 24, 2015 Report Share Posted February 24, 2015 (edited) I am trying to build a vaulted ceiling for the one room in my WIP. The design that I am going for is similar to the picture below. The idea is that the room is rectangular with the roof being supported by columns along its length; the arches connect to each other (at the same column anchor point) both width-wise and length-wise. While creating a single arch is not an issue, the problem arises when it comes to adding the longer arch to the same column. Try as I may, I cannot seem to get the patches to work properly, so that they don't overlap and at the same time, keep their form. Can anyone offer me assistance? Edited February 24, 2015 by Dunedain19 Quote Link to post Share on other sites
demagogue 1252 Posted February 24, 2015 Author Report Share Posted February 24, 2015 IIRC Komag did a video turorial on just that issue. It's hard to find now that his site is down, but maybe you can find it if you search a bit. At the very least, it might be worth adding a caveat and a link? "This method of lighting is now outdated, see XXXX"Yeah, that's what I did to one section of the tutorial for the location_system for ambient sounds, not that using speakers is outdated so much as better at other tasks than that one. But describing the whole location system would have swamped the tutorial for a little task, so I just put a note and a link. 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
SteveL 1042 Posted February 24, 2015 Report Share Posted February 24, 2015 I am trying to build a vaulted ceiling for the one room in my WIP. The design that I am going for is similar to the picture below. The idea is that the room is rectangular with the roof being supported by columns along its length; the arches connect to each other (at the same column anchor point) both width-wise and length-wise. While creating a single arch is not an issue, the problem arises when it comes to adding the longer arch to the same column. Try as I may, I cannot seem to get the patches to work properly, so that they don't overlap and at the same time, keep their form. Can anyone offer me assistance? There's no harm in them overlapping either, as in the longer one can be embedded in the shorter ones. Or did I misunderstand the problem? Quote Link to post Share on other sites
Moonbo 842 Posted February 24, 2015 Report Share Posted February 24, 2015 you might want to look at the arches in Flakebridge Monastery as they look similar to that pic. Quote But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.-Sun Myung Moon My work blog: gfleisher.blogspot.com Link to post Share on other sites
AluminumHaste 1055 Posted February 24, 2015 Report Share Posted February 24, 2015 I am trying to build a vaulted ceiling for the one room in my WIP. The design that I am going for is similar to the picture below. The idea is that the room is rectangular with the roof being supported by columns along its length; the arches connect to each other (at the same column anchor point) both width-wise and length-wise. While creating a single arch is not an issue, the problem arises when it comes to adding the longer arch to the same column. Try as I may, I cannot seem to get the patches to work properly, so that they don't overlap and at the same time, keep their form. Can anyone offer me assistance? You mean like this? Oh if it's longer in the center section then this? 1 Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
Dunedain19 164 Posted February 24, 2015 Report Share Posted February 24, 2015 @AluminumHaste Exactly! Please can you upload the map file, so I can see how you created it? Quote Link to post Share on other sites
AluminumHaste 1055 Posted February 24, 2015 Report Share Posted February 24, 2015 Fixed the pillars/supports: Maparches.map.txt 3 Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
Dunedain19 164 Posted February 24, 2015 Report Share Posted February 24, 2015 (edited) Thanks so much! Looking at it now, I am simply marveling that you did it so quickly. I just need to play with the scale, so that it will fit the room in question. Edited February 24, 2015 by Dunedain19 Quote Link to post Share on other sites
AluminumHaste 1055 Posted February 24, 2015 Report Share Posted February 24, 2015 Yeah those are pretty easy, that took me around 3 minutes for the first picture. Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
Popular Post ERH+ 661 Posted February 24, 2015 Popular Post Report Share Posted February 24, 2015 So I have this gigantic scorpion, it is made out of pendulums bound together. I had an idea about dragging whole thing through a piled up crates (pretending to be stone blocks in a wall), but it looks like movable crate physics override pendulum/bobbing impulses, and animation is interrupted at impact. Any ideas how to make it smash through wall, using realtime physics? 15 Quote Link to post Share on other sites
AluminumHaste 1055 Posted February 24, 2015 Report Share Posted February 24, 2015 uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh That's f'in awesome! Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
Lux 206 Posted February 24, 2015 Report Share Posted February 24, 2015 That is freaking amazing, ERH+! Wow. Quote Link to post Share on other sites
VanishedOne 543 Posted February 24, 2015 Report Share Posted February 24, 2015 Maybe you could attach something invisible to the front that creates a different kind of impact: firing invisible projectiles, say? Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
Dunedain19 164 Posted February 24, 2015 Report Share Posted February 24, 2015 @AluminumHaste I have just finished scaling the arches to fit the room, and now I can't wait to show off the finished room (under construction at present) in the "What are you working on?" thread! @ ERH+ Wow...just wow! Incredible work! Quote Link to post Share on other sites
Deshtat 25 Posted February 24, 2015 Report Share Posted February 24, 2015 Two new riddles for you guys ! 1) There is a corridor, in which there is only a lit torch, and some water arrows. I want the player to extinguish the torch. The problem is that I don't want the player to be able to pick an infinite amount of arrows, and I don't want him to get stuck if he runs out of them.Instead, I would like a single arrow to spawn every time the amount of water arrows in the player's inventory reaches 0. Do you know how I could do that? 2) I would like to call a script once the torch is unlit. I thought that there would be some kind of spawnarg such as "call_once_on_unlit", but I can't find any. I can't seem to do it with objective conditions either. Is there another way? Thanks again for your time. Quote Link to post Share on other sites
SteveL 1042 Posted February 24, 2015 Report Share Posted February 24, 2015 So I have this gigantic scorpion, it is made out of pendulums bound together. I had an idea about dragging whole thing through a piled up crates (pretending to be stone blocks in a wall), but it looks like movable crate physics override pendulum/bobbing impulses, and animation is interrupted at impact. Any ideas how to make it smash through wall, using realtime physics? Nice mechanics I love the pistons and the movement. The physics system doesn't try to handle chains of pushers, i.e. x pushes y pushes z. It'll do 2, but not 3. I've never tried anything like this, but the first thing I'd try would be a trigger just in front of the wall to activate a forcefield that pushes every block independently, to be set off by your monster. Quote Link to post Share on other sites
Moonbo 842 Posted February 24, 2015 Report Share Posted February 24, 2015 Hey Deshat, Here's a script that SteveL wrote for my upcoming FM that seems similar to what you're looking for (it was originally for rope arrows, I've modified it to make it for water arrows). void dispense_waterarrow(){ float MAXARROWS = 3; // Give $player1 a water arrow if he has < MAXARROWS. string currWeap = $player1.getCurWeaponName(); $player1.selectWeapon("waterarrow"); if ($player1.getWeaponEntity().totalAmmoCount() < MAXARROWS) { entity arrow = sys.spawn("atdm:ammo_waterarrow"); $player1.addInvItem(arrow); }} This gives the player a water arrow unless they have 3 or more in their inventory. I put this as the frob action script on a func_static model of a quiver. You could do the same or use a frob_peer'd group of water arrow func_static models. Hope it helps :-). Quote But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.-Sun Myung Moon My work blog: gfleisher.blogspot.com Link to post Share on other sites
Moonbo 842 Posted February 24, 2015 Report Share Posted February 24, 2015 (edited) Hey Deshat, For your second one, what I would do is put a water response on your torch that triggers a trigger_relay with the wait spawnarg set to -1. That way when water is applied to the torch, your event would trigger (but only once). Hopefully that all made sense, but if it didn't I can put together a more step-by-step explanation. Edited February 24, 2015 by Moonbo Quote But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.-Sun Myung Moon My work blog: gfleisher.blogspot.com Link to post Share on other sites
Deshtat 25 Posted February 24, 2015 Report Share Posted February 24, 2015 (edited) Thanks for the quick answers Moonbo! I will try to do as you say tomorrow evening! I'm not sure I completely understood the second part, but I'll come back anyway ^^ EDIT : Couldn't wait, the first one works perfectly! Thanks for sharing! I'll try to do the second part tomorrow. Edited February 24, 2015 by Deshtat Quote Link to post Share on other sites
Obsttorte 1499 Posted February 25, 2015 Report Share Posted February 25, 2015 If the torch is intented to be extinguished by the player using water (e.g. water arrows), I would use the S&R system. Add a response to water and in that response add an action run script. Also add an action to deactivate the water response on the torch (you can use _self for that) so the script doesn'T run twice. That's it. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild WIP's: Several. Although after playing Thief 4 I really wanna make a city mission. 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 post Share on other sites
Springheel 4630 Posted February 25, 2015 Report Share Posted February 25, 2015 So I have this gigantic scorpion, it is made out of pendulums bound together. What the heck?? That's made out of pendulums?? How did you get the chain to swing like that? It looks absolutely incredible! Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
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