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demagogue

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This is no personal criticism

just a general observation. ;)

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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Hmm, we used to have a problem with AI disappearing if you looked at them from a particular angle, but that was solved long before release. I don't recall any of the details.

There was an issue with the AI animationa. The animation exporter was borked and ruined the model bounding box during export. Now, if the player looked slightly away from the AI when it was playing the borked anims, the AI would wink out of view. This was fixed by using the proper animation exporter.

 

You might be able to check the bounding box with r_showskel 1. Or something similar. The AI is inside a box of which is the bounding box. If the box winks out, then that might be the reason why objects disappear at weird viewing angles.

Clipper

-The mapper's best friend.

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IMO the biggest hurdle in FM editing is finding information on how to do the things that are regularly discussed in the forums.

 

It's worth saying that Google does a better job searching the Wiki than the inbuilt search function, i.e. site:wiki.thedarkmod.com visportals. There's a lot that can only realistically be found this way. Using that search method, my experience with the Wiki has actually been quite good for most of what it takes to make a mission.

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I love the wiki and it does a good job explaining not only the basics, but advanced stuff as well. Sometimes though it's hard to search for specific things like "how to see the breath of AI for winter maps," which makes the forums a great place. Sometimes you just need a human to answer a question, ha!

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Dragofer, yes, I regularly use google and there's a ton of info collected in various forum posts going back years.
There's very little info I'm in a rush for and I imagine if I ever do succeed in finishing a FM it'll take at least a year.
If I can't figure something out for myself, with the aid of google and the wikis, I think I'll just drop it.

Edited by The Wheezing Geyser
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If I can't figure something out for myself, with the aid of google and the wikis, I think I'll just drop it.

 

Remember that you can always ask around for help in this thread! That's what it is for.

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Clipper

-The mapper's best friend.

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I have a weird visportal issue on my Briarwood Manor map that I noticed today. Anyone know what's causing it and how to fix it?

The visportal is fully sealed, and nodrawed all sides but vp side.

 

https://www.youtube.com/watch?v=tEhYjrIXH3I

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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There's going to be an option on the "door" entity used for that window which says if it will toggle the visportal when open/closed ... I forget what it is maybe is_transparent? Anyways when you switch that off, it should work fine.

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

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Yes, you have a closed door touching the visportal, which automatically closes it. If you want it to stay open, move the visportal so that the door doesn't touch it.

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Tht window is a double door, so you have to set it up like that. There is a spawnarg on the door entities handling this.

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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I wasn't complaining, people.
I wasn't demanding anything.
I praised a scene in King of Diamonds and explained why the scene worked so well, from an immersed player's perspective.
I said what I had naively thought at the time, when playing through the scene, that it was normal, so hadn't realized that it required special intervention beyond the inbuilt capabilities of DR.
I said that there was multi layered complexity in TDM editing, and that the work is daunting.
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Nobody said you were.

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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That fixed it, thank you guys :)

 

Another question: Is there a way to to toggle a player clip, to be able to control when a player can and can't pass a clip brush?

I need to stop the player from entering a locked door while an AI passes through it. So if there's a way to prevent that,

then open it once the AI has gone through the the door it'd solve the problem of them seeing a scene without the AI actor being present.

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 don't know, but as an experiment I'd try to make a func_stat or some other entity, put the player clip texture on it and make sure there's no other kind of AI blocking box checked, and then you can teleport or even just move that in and out like an invisible, silent sliding door.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Maybe make brush of player_clip. Make it func_static and give it "hide 1". Now it is passable to player, but if you trigger the func_static, it appears and the player cannot pass. Trigger again to make it passable again. Not tested, don't know if actually works like this, but commonly "hide 1" func_ststics reappear and disappear when you triggee them.

Clipper

-The mapper's best friend.

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Maybe make brush of player_clip. Make it func_static and give it "hide 1". Now it is passable to player, but if you trigger the func_static, it appears and the player cannot pass. Trigger again to make it passable again. Not tested, don't know if actually works like this, but commonly "hide 1" func_ststics reappear and disappear when you triggee them.

 

So the setup was when the AI goes through a trigger_enity_once (with ai's name), it targets the func_static no clip with the hide 1. That's supposed

to stop the player from following through the door. Then later there's another atdm:change_state inside that opens the door, and also is supposed to open

the func_static player clip. However it doesn't work.

 

So I set it up as above, and I could still walk through the door. So I set up some tests to see if it did as Sotha says, and it does.

However what it doesn't do, is be solid. I'm not sure why. The player_clip is ignored. I even tried a textured brush, but again

it's not solid. So I figured I'd try the solid spawnarg of solid 0 until triggered when it becomes solid 1, but that didn't work

either. So since it isn't solid, there's no way to know if the atdm:change_state fired or not. I'm sure it did, but since it's not solid, there's no effect.

 

Either I'm missing something, or it works, but isn't solid. Surely it can't be because it's an entity now, the clip texture should still

apply right?

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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Interestingly, it will work only if the player_clip brush has "hide 0" on it. Now the player_clip func_static is solid. When it is targeted, it becomes non-solid. When it is targeted, it becomes solid again.

 

If I put "hide 1" on it, then it never works, as it never existed. Targeting it has no effect. So make sure the "hide 0" is on first, then target it so that it is in the state you want it to be initially, and then use it as desired.

 

Here is a test map where it works (the player cannot walk between the two columns unless they pull the lever). You can copypaste the text from the spoilers to a .map file and use it normally.

 

 

Version 2
// entity 0
{
"classname" "worldspawn"
"editor_drLastCameraPos" "-35.4252 50.9702 -15.5914"
"editor_drLastCameraAngle" "-19.8 126.3 0"
// primitive 0
{
brushDef3
{
( 0 0 1 -208 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 63.58333206176758 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 1 0 -432 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 1 0 0 -576 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 -1 0 -488 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( -1 0 0 -672 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 0 -1 200 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 63.58333206176758 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
}
}
// primitive 1
{
brushDef3
{
( 0 0 1 -200 ) ( ( 0.0520833320915699 0 63.58333206176758 ) ( 0 0.0520833320915699 63.58333206176758 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 1 0 -440 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 1 0 0 -576 ) ( ( 0.0520833320915699 0 63.58333206176758 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 0 -1 -88 ) ( ( 0.0520833320915699 0 63.58333206176758 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( -1 0 0 -672 ) ( ( 0.0520833320915699 0 0.4166666567325592 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 -1 0 432 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
}
}
// primitive 2
{
brushDef3
{
( 0 0 1 -200 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 63.16666412353516 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 1 0 -432 ) ( ( 0.0520833320915699 0 0.4166666567325592 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 1 0 0 -584 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 0 -1 -88 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.8333333134651184 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 -1 0 -488 ) ( ( 0.0520833320915699 0 63.58333206176758 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( -1 0 0 576 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
}
}
// primitive 3
{
brushDef3
{
( 0 1 0 -432 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 63.58333206176758 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 1 0 0 -576 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 63.58333206176758 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 0 -1 -96 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 -1 0 -488 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 63.58333206176758 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( -1 0 0 -672 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 63.58333206176758 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 0 1 88 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
}
}
// primitive 4
{
brushDef3
{
( 0 0 1 -200 ) ( ( 0.0520833320915699 0 0.4166666567325592 ) ( 0 0.0520833320915699 63.58333206176758 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 1 0 0 -576 ) ( ( 0.0520833320915699 0 0.4166666567325592 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 0 -1 -88 ) ( ( 0.0520833320915699 0 0.4166666567325592 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 -1 0 -496 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( -1 0 0 -672 ) ( ( 0.0520833320915699 0 63.58333206176758 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 1 0 488 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
}
}
// primitive 5
{
brushDef3
{
( 0 0 1 -200 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 1 0 -432 ) ( ( 0.0520833320915699 0 63.58333206176758 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 0 -1 -88 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 -1 0 -488 ) ( ( 0.0520833320915699 0 0.4166666567325592 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( -1 0 0 -680 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 1 0 0 672 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
}
}
// primitive 6
{
brushDef3
{
( 0 0 1 -128 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 1 0 -216 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 1 0 0 16 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 0 -1 -88 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 -1 0 168 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( -1 0 0 -56 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
}
}
// primitive 7
{
brushDef3
{
( 0 0 1 -128 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 1 0 -216 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 1 0 0 120 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 0 -1 -88 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( 0 -1 0 168 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
( -1 0 0 -176 ) ( ( 0.0520833320915699 0 0 ) ( 0 0.0520833320915699 0.4166666567325592 ) ) "textures/darkmod/carpet/rugs/ornate_black_gold01" 0 0 0
}
}
}
// entity 1
{
"classname" "info_player_start"
"name" "info_player_start_1"
"origin" "-96 56 -88"
"angle" "90"
}
// entity 2
{
"classname" "func_static"
"name" "player_blocker"
"model" "player_blocker"
"origin" "-88 192 20"
"hide" "0"
// primitive 0
{
brushDef3
{
( 0 0 1 -108 ) ( ( 0.01302083302289248 0 0 ) ( 0 0.02604166604578495 0 ) ) "textures/common/player_clip" 0 0 0
( 0 1 0 -16 ) ( ( 0.01302083302289248 0 0 ) ( 0 0.02604166604578495 0 ) ) "textures/common/player_clip" 0 0 0
( 1 0 0 -32 ) ( ( 0.01302083302289248 0 0 ) ( 0 0.02604166604578495 0 ) ) "textures/common/player_clip" 0 0 0
( 0 0 -1 -108 ) ( ( 0.01302083302289248 0 0 ) ( 0 0.02604166604578495 0 ) ) "textures/common/player_clip" 0 0 0
( 0 -1 0 -16 ) ( ( 0.01302083302289248 0 0 ) ( 0 0.02604166604578495 0 ) ) "textures/common/player_clip" 0 0 0
( -1 0 0 -32 ) ( ( 0.01302083302289248 0 0 ) ( 0 0.02604166604578495 0 ) ) "textures/common/player_clip" 0 0 0
}
}
}
// entity 3
{
"classname" "func_static"
"name" "func_static_19"
"model" "models/darkmod/mechanical/switches/switch_flip_backplate.ase"
"origin" "-44 165.375 -41.375"
"rotation" "1 0 0 0 1 0 0 0 1"
}
// entity 4
{
"classname" "atdm:switch_flip"
"name" "atdm_switch_flip_1"
"origin" "-44 165.625 -41.375"
"rotate" "0 0 165"
"rotation" "1 0 0 0 1 0 0 0 1"
"target0" "player_blocker"
}
// entity 5
{
"classname" "light_torchflame"
"name" "light_torchflame_1"
"origin" "-32 16 64"
"light_center" "0 0 0"
"light_radius" "290 290 290"
"canBeBlownOut" "0"
}
// entity 6
{
"classname" "light_torchflame"
"name" "light_torchflame_2"
"origin" "-216 288 56"
"light_center" "0 0 0"
"light_radius" "290 290 290"
"canBeBlownOut" "0"
}

 

 

Clipper

-The mapper's best friend.

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Yeh it works with switches, but I've not been able to get it to work with triggers. With the same

setup you have there, with a trigger_multiple targeting it, it switch it to non-solid.

 

I took your map, replaced the switch with trigger_multiple and targeted player_blocker and it doesn't become solid even after

repeated runs through the trigger_multiple.

 

Weird.

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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Then your triggers do not work. Maybe test them with a toggleable light? Trigger_multis may trigger the object multiple times while the player is in the trigger. Player goes in the trigger. On, off, on. Player leaves the trigger. Looks like nothing happened, but it is working.

Clipper

-The mapper's best friend.

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Trigger brushes trigger when the player touches them, not AI. For AI you have to use the objective system, i.e., hidden objective triggers when AI is inside a designated box (it's in the wiki entry) and it calls a script or activates something. And yes, trigger_multiples are dicey because they cycle as long as the player is in them, and again it doesn't recognize AI anyway.

 

You might have to get clever with this. Even with the objective system, it's just a state set if the AI is in in the box (true if he's in, false if he's not), so you'd want to set it up with some relay trigger system or script so that it only triggers the barrier at the moment of the state change, not the state itself. My first idea is a small persistent script which just does a simple state check of that hidden objective, and it activates the barrier whenever this_round_state != last_round_state. But I'm forgetting the objective system now; it might already have a system for triggering a script at the moment it's "achieved", but I don't know about the moment it goes from achieved back to unfulfilled... That's why I thought of another script. Another idea is you could set up two AI-here objective boxes in a row, one being the toggle-on when "achieved" the other being the toggle-off when "achieved", or something like that. Then the problem is the rare case the AI backtracks midway and screws up the toggles. Yeah, you'll have to be clever with it.

 

There might be other ways to trigger events by AI location or some proxy for it too you could try to look up too. I may be thinking about it more complicated than it has to be.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Neonstyle, perhaps using one or two cinematics could work, since you want to stop the player from actively interfering, sneaking thru' a door when the AI is entering and mucking everything up. Something like: the door is locked to the player throughout the game until the AI opens it, but before the AI opens it there's a cutscene where the AI walks up to it and enters, closes it and there's the start of a loud intriguing audio, after which control is given back to the player who can open the door and sneak in and see what the commotion is about.
Otherwise the player can come up close and badger the AI in infinite ways, trying to sneak in and if you put blocking entities up to frustrate those attempts it might be less immersive.

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Sotha:

"Interestingly, it will work only if the player_clip brush has "hide 0" on it. Now the player_clip func_static is solid. When it is targeted, it becomes non-solid. When it is targeted, it becomes solid again.


If I put "hide 1" on it, then it never works, as it never existed. Targeting it has no effect. So make sure the "hide 0" is on first, then target it so that it is in the state you want it to be initially, and then use it as desired."


A general idea that could be used in many situations is where there's a textured face over an area where the texture is switched on/off, a visportal is switched on/off, and a clip brush is switched on/off. The applications are limitless. In my experiments the on/off toggling of texture visibility and func_visportal opening/closing is straightforward and the start on/off behavior is decidable in DR. But Sotha explains that the blocking action of the clip entity has to be "hide 0" at start, which means that the clipping is "on" at start, always, and this might not be in sync with how one wants the multi-entity thing to first operate. So one can override this start-on behavior by putting a trigger-once targeted at it, perhaps at player start or wherever.

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I missed the part where it was a set sequence and not an open situation. Then it's super easy. Just make a "conversation" sequence. Have the area closed by that func_stat, the conversation triggers the AI to walk through the door, then a delay, and then the next step in the conversation triggers the hide. Just make sure the AI is turned off to outside influence, or just put a conditional on the trigger that the AI is actually in the other room.

 

http://wiki.thedarkmod.com/index.php?title=Conversations

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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The AI is already walking Dem, he's enroute to a destination and the player is following him. I'm not sure I understand you at all. Conversations is something

I'm not too clear on yet. I needed help getting mine to work from grayman.

 

Doesn't matter what I do, I can't get a trigger, or a stim response to close that func_static. There's nothing wrong with the triggers, they work fine, they

just don't work on this. Or, the clip turns on and off in a flash instead of on to a fixed state.

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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Trigger brushes trigger when the player touches them, not AI. For AI you have to use the objective system, i.e., hidden objective triggers when AI is inside a designated box (it's in the wiki entry) and it calls a script or activates something.

I am not sure how old the Wiki article is, but we have trigger_entityname entities that trigger, when they are touched by a specific entity:

 

 

Variable sized repeatable trigger that only responds to a specific entity. The entity to be triggered must be named, targeted entities are ignored. Only works on entities that can enter trigger under their own power...if player drops them, there is no effect.

The basic time between firing is a random time between (wait - random) and (wait + random).

So, the "triggered by AI" effect can be achieved without the objective system.

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