Dragofer Posted December 28, 2022 Report Posted December 28, 2022 1 hour ago, joebarnin said: Intentional, or bug? This is a bug that was fixed in 2.11. 2 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository
MirceaKitsune Posted December 28, 2022 Report Posted December 28, 2022 I'm trying to help another mapper with an issue, and since this is something I may use personally in some circumstances I wanted to know if it's possible. Can you place an animated model on a map but have it show a static frame from a specific animation? There exists func_animate which I played with a couple of times, but using it this way would need to things: First a way to stop the animation, possibly by setting its speed to 0... also a way to pick which frame you want, possibly by choosing a custom starting frame. Does that entity or any other currently allow this? Quote Mods: Builder Blocks minigame | Keypad | Disguises
Dragofer Posted December 28, 2022 Report Posted December 28, 2022 I vaguely remember a spawnarg in the func_animate entityDef that might be useful. Otherwise an approach is to copy the idle .md5animation and replace its 1 frame (joint origins and angles) with the desired frame from the desired anim. You'll need to add that anim to the model's modelDef (or just overwrite an existing .md5animation). 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository
Destined Posted January 4, 2023 Report Posted January 4, 2023 On 12/28/2022 at 11:39 PM, MirceaKitsune said: I'm trying to help another mapper with an issue, and since this is something I may use personally in some circumstances I wanted to know if it's possible. Can you place an animated model on a map but have it show a static frame from a specific animation? There exists func_animate which I played with a couple of times, but using it this way would need to things: First a way to stop the animation, possibly by setting its speed to 0... also a way to pick which frame you want, possibly by choosing a custom starting frame. Does that entity or any other currently allow this? You could try to play around with frame commands: https://wiki.thedarkmod.com/index.php?title=Frame_commands These commands require you to alter the animation files (so you should create a copy and rename it for this project). Unfortunately, the pause command is listed as "not used yet", but maybe you can circumvent that through a trigger, which then pauses the animation via a script command. Maybe this helps you. Quote
datiswous Posted January 13, 2023 Report Posted January 13, 2023 (edited) If you knock out an ai and he jumps up and instantly dies, is there a usual reason for this happening and how to fix this? I saw this behaviour while testing Deadeye (during beta) and now I see it happening in another mission. Edited January 13, 2023 by datiswous Quote
AluminumHaste Posted January 13, 2023 Report Posted January 13, 2023 Been around a long time. Ever since ai could sit I think. Quote I always assumed I'd taste like boot leather.
datiswous Posted January 13, 2023 Report Posted January 13, 2023 Yeah ok, just wondering what the usual fix is. Quote
joebarnin Posted January 13, 2023 Report Posted January 13, 2023 It was happening in one of my missions. I worked around it by adjusting the position of the ai, the chair he was sitting in, and the table he was near, until it didn’t happen anymore. But, since it was an intermittent problem, I was never sure that I actually eliminated the issue. It just never happened again in my testing. 1 Quote
AluminumHaste Posted January 13, 2023 Report Posted January 13, 2023 The issue as far as I understand it, is that when you KO the AI that's sitting/sleeping, if they are even a little bit into the chair/bed, they'll flail about and physics takes over and the rapid movement can cause damage to the AI and they die from it. 1 Quote I always assumed I'd taste like boot leather.
Geep Posted January 15, 2023 Report Posted January 15, 2023 For the wiki, I've summarized this in "Sitting Behaviour for AI", new section "Problematic_Behaviours". Also xref'd an earlier description of this problem & solution under "Sleeping AI". 1 Quote
datiswous Posted January 16, 2023 Report Posted January 16, 2023 Hi what does menu item Map -> Fixup Map... do? I could not find any info about it in the wiki. 1 Quote
cvlw Posted January 23, 2023 Report Posted January 23, 2023 Greetings again, all. I have a situation with a switched electric light and an AI not relighting it when switched off. The switch is on the wall about mid-player height. The light is atdm:sphere_brass_celiing with spawnarg shouldBeOn=1. The AI has: canOperateSwitchLights=1, chanceNoticeLight=1, chanceOperateSwitchLights=1 ... to seemingly ensure it will go and flip the light back on. However, when I switch off the light, the AI comments on the dark but walks to a nearby door and opens it, not the light switch. I have tried moving the switch ALLLLLL the way across the room and the AI still favors the door. Ideas on what might be the issue? Much appreciated. Clint Quote
thebigh Posted January 23, 2023 Report Posted January 23, 2023 When this happened to me, it was because the dumdum was trying to flip the back of the switch and was walking through a bunch of rooms to get to its back side. Also, are you using atdm:relight_position entities to tell the guard where the light switch is? They struggle to figure it out otherwise. Quote My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist The Wizard's Treasure A House Call The House of deLisle
cvlw Posted January 23, 2023 Report Posted January 23, 2023 (edited) 9 hours ago, thebigh said: ...the dumdum was trying to flip the back of the switch... Thanks for the great suggestion. This seems to be why the AI was walking through the door. The relight_position did not help this particular situation. So I experimented: 1) by converting the wall the switch is on to func_static... the ai found the switch properly. 2) by setting the wall to worldspawn and moving the orign of the swtich lever just outside of the wall dimension... the ai found the switch properly. I am using the prefab flip switch {prefabs}\Switches\small_wall_switch.pfb. It looks like when the switch and plate is flush against a worldspawn brush wall, the origin of the switch lever is inside the wall and throws off the AI from the relight. Does this make sense to the techno-experts? A switch origin cannot be inside a worldspawn brush and be used for relight? For now, I crafted a switch plate replacement that pulls the lever out of the wall dimension. I added the relight_position, too, to be thorough. So far, all of this seems to work now. The intended AI is much less of a dumdum, now. Thanks again. Clint Edited January 23, 2023 by cvlw 1 Quote
Popular Post Geep Posted January 23, 2023 Popular Post Report Posted January 23, 2023 I added a few sentences to the Light Switches section of "Relighting Lights" about this workaround. 3 2 Quote
datiswous Posted January 29, 2023 Report Posted January 29, 2023 (edited) - Edited January 29, 2023 by datiswous figured it out Quote
AluminumHaste Posted January 30, 2023 Report Posted January 30, 2023 Select the face instead of the whole brush? Quote I always assumed I'd taste like boot leather.
datiswous Posted January 30, 2023 Report Posted January 30, 2023 (edited) On 6/28/2021 at 9:34 AM, stgatilov said: On 6/28/2021 at 2:51 AM, MirceaKitsune said: All missions have an intro, defined within fm/xdata/suffixed.xd file as maps/fm/mission_briefing. I would however also like to have an outro / mission_debriefing, same system / graphics / etc just shown after the mission is over just like the default is shown when it begins. The first question would be if there's any builtin system for such There is no way to do it in main menu GUI. Playing a debriefing video is the only option. Is this still the case? Seems kind of limiting. I see in multiple missions, outro video's that look like slideshows and could be done in a Timed Flowing Briefing and would probably look better. Edit: I guess maybe I could use a full screen slide in mid game right before mission end. Seems really complicated though.. Edited January 30, 2023 by datiswous Quote
Geep Posted January 30, 2023 Report Posted January 30, 2023 I agree with that assessment... you could probably get a series of slides of timed slides to appear, but it would be more complicated than if the main menu system supported it natively, and adding image flow would be more complicated still. Quote
datiswous Posted January 30, 2023 Report Posted January 30, 2023 (edited) Maybe what's possible is make it a campaign technically, but at the start of the mission end it immediately, but before that you can have a mission intro, which looks like an outro. Sounds hackish and there's a (very short) loading screen for the second map I assume. I wonder if it's possible to skip the end of mission score screen. Edited January 31, 2023 by datiswous 1 Quote
joebarnin Posted February 1, 2023 Report Posted February 1, 2023 I've got an atdm:ai_elemental, and I want to augment its death behavior. So I implemented a script and set the "death_script" spawnarg to "testDeathScript". Works fine, my death script gets called. But, this bypasses the base death script functionality, which I want to have happen as well. Is there a way to call the base function that I've overridden? I tried a few ways. Among others, I tried: void testDeathScript(entity ele) { ele.onDeath(); } results in ERROR:Error: file maps\rock.script, line 81: Unknown value "onDeath" void testDeathScript(entity ele) { atdm:ai_elemental elemental = ele; ele.onDeath(); } results in ERROR:Error: file maps\rock.script, line 81: Unknown value "atdm" I worked around it by copying the content of the onDeath script into my script. That functions correctly, but it seems like perhaps not the best programming practice. Is there a way to call the 'base' function in this case? Quote
Geep Posted February 1, 2023 Report Posted February 1, 2023 Assuming what you're trying to call is tdm_ai_elemental::onDeath() at tdm_ai_monster_elemental.script(141), then probably you should cast to tdm_ai_elemental, not atdm:ai_elemental. The parsing is choking on the ":". 2 Quote
joebarnin Posted February 1, 2023 Report Posted February 1, 2023 (edited) 22 minutes ago, Geep said: Assuming what you're trying to call is tdm_ai_elemental::onDeath() at tdm_ai_monster_elemental.script(141), then probably you should cast to tdm_ai_elemental, not atdm:ai_elemental. The parsing is choking on the ":". Excellent, that works great! void testDeathScript(entity ele) { tdm_ai_elemental elemental = ele; elemental.onDeath(); } Edited February 1, 2023 by joebarnin Quote
cvlw Posted February 11, 2023 Report Posted February 11, 2023 Hello again. Hopefully quick question: I have a glass pane in an inside office-like room. The glass is "textures/darkmod/glass/clear" texture. The glass reflects ghost-like images of an outdoor scene. A screenshot is attached here. Is there a simple clear glass without this effect? Thanks Clint Quote
MirceaKitsune Posted February 11, 2023 Report Posted February 11, 2023 37 minutes ago, cvlw said: Hello again. Hopefully quick question: I have a glass pane in an inside office-like room. The glass is "textures/darkmod/glass/clear" texture. The glass reflects ghost-like images of an outdoor scene. A screenshot is attached here. Is there a simple clear glass without this effect? Thanks Clint This is a consequence of not yet having a proper reflection system: Windows use a static blurry cubemap to simulate some level of reflection. This will probably be improved later someday, for now you'll have to use a window without any reflection at all or with the mirror pass for it. Don't know if there's one by default, if not it should be easy to make a custom material. Quote Mods: Builder Blocks minigame | Keypad | Disguises
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.