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Posted
2 hours ago, nbohr1more said:

You can use the areaLock entity keyword on the cubic ambient or you can fade the ambient using the location system.

Thanks! I actually changed the light to a Cubic - cubelightCube and used the texture I had made for the ambientCube and that did the trick.

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Posted
45 minutes ago, grodenglaive said:

Thanks! I actually changed the light to a Cubic - cubelightCube and used the texture I had made for the ambientCube and that did the trick.

If it's not the ambient cubemap, then it's shadow casting. If you are just illuminating the church then that's probably fine but if you are lighting the entire outdoors then the performance is pretty heavy usually.

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Posted
17 hours ago, nbohr1more said:

If it's not the ambient cubemap, then it's shadow casting. If you are just illuminating the church then that's probably fine but if you are lighting the entire outdoors then the performance is pretty heavy usually.

yes, it was a good 20% performance hit:/ I'll try out your other suggestions.

Posted

I was just wondering: Can you set an ai to open (locked) doors and let them walk through them, but only closing the door when they are looking in the direction of the door?

The use case is that you want players to be able to sneak trough an open door when an ai passes through it, but only then, because at other times the door is closed and locked. You can make the door auto-close in time, so the player has limited time, but I find this a bit unrealistic behavior and usually not needed anymore for performance. The idea is that the ai will not close the door after walking through it, but coming past the door from another patrol route (or maybe another ai is passing) the door will be closed by him.

Posted
4 hours ago, datiswous said:

I was just wondering: Can you set an ai to open (locked) doors and let them walk through them, but only closing the door when they are looking in the direction of the door?

 

You mean "when they are looking in the direction of the open door?"

Posted

ai_should_not_close spawnarg on the door will leave it open. To get them to close it later, maybe use Path objects to get the guard to interact with the door (that will close it and lock it I think). You may have to do some scripting to dynamically get the guard to interact with the door only when it is open. No idea if this will work, just throwing out ideas.

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Posted
5 hours ago, JackFarmer said:

You mean "when they are looking in the direction of the open door?"

Yes indeed. Usually they open the door, walk through it, turn around and close the door. Because of the turn toward the door to close it it's not possible to follow the ai through the door opening.

Posted (edited)

I was testing a bit with the Arx: EoS fish and I placed a monsterclip brush around him, but the fish just floats through it. How is that possible?

Edit: Maybe monsterclip needs a minimum thickness?

Edit2: That seems to be the case.

Edited by datiswous
Posted
16 hours ago, datiswous said:

Yes indeed. Usually they open the door, walk through it, turn around and close the door. Because of the turn toward the door to close it it's not possible to follow the ai through the door opening.

You can grab the door as it's closing, and if you do it right, the AI won't notice.

I always assumed I'd taste like boot leather.

 

Posted
35 minutes ago, Bibliophael said:

I am but a helpless baby modder and I somehow deleted my info_player_start object in my map. How can I add a new one?

Right click on one ortho view, Create player start

I always assumed I'd taste like boot leather.

 

Posted (edited)
On 7/15/2024 at 11:15 AM, datiswous said:

@Amadeus implemented this:

https://bugs.thedarkmod.com/view.php?id=6552

If you have more input, go there.

I added this info into:

https://wiki.thedarkmod.com/index.php?title=Path_Nodes#path_follow_actor

But maybe @Geep , @Frost_Salamander, or @Amadeus can check if I implemented this correctly (and just edit the info), because I don't entirely know where to place it. I also don't know if it works both with AI following AI and AI following player.

If the info is not specified somewhere I think nobody will ever be able to use it.

Edited by datiswous
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Posted
3 hours ago, datiswous said:

I added this info into:

https://wiki.thedarkmod.com/index.php?title=Path_Nodes#path_follow_actor

But maybe @Geep , @Frost_Salamander, or @Amadeus can check if I implemented this correctly (and just edit the info), because I don't entirely know where to place it. I also don't know if it works both with AI following AI and AI following player.

If the info is not specified somewhere I think nobody will ever be able to use it.

Maybe a dumb question but where do the spawnargs go?  On the follower or the actor?  I'm guessing the follower? If so can you put that in the article?

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Posted
1 hour ago, Frost_Salamander said:

Maybe a dumb question but where do the spawnargs go?  On the follower or the actor?  I'm guessing the follower? If so can you put that in the article?

The spawnargs go on the follower. There is prefab, ai/paths/path_follow_actor.pfbx, that you can take a look at to get a full idea of the setup

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Posted
4 minutes ago, Amadeus said:

The spawnargs go on the follower. There is prefab, ai/paths/path_follow_actor.pfbx, that you can take a look at to get a full idea of the setup

I'll add that to the wiki article. The location of that spawnarg info is fine, except I'll give it a new subhead so that it's clear it applies to both AI & player as actor.

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Posted

@Amadeus, are the defaults for the new spawnargs the same as the old #defines:

#define DISTANCE_FOLLOWER_REACHED 60
#define DISTANCE_FOLLOWER_CATCHUP_DISTANCE 480
#define DISTANCE_FOLLOWER_CLOSE_ENOUGH_TO_STOP_RUNNING 180

The default values should be stated in the wiki too.

Posted (edited)

If you have missing textures in your map that give warning messages, like:

WARNING: Couldn't load image: default

But you don't know where they are and they could also be on specific faces, you can use this DR filter and fix them:

image.png.78720b588f42a72490a46c76ec4527db.png

image.png.621d95ea8658b71a6795702c4e9394cb.png

It hides everything that has textures applies except where texture _default is used. Texture _default is what DR saves in the map when there is no texture applied.

Edited by datiswous
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  • 3 weeks later...
Posted

How can I make a readable for sale in the shop? It seems like it should be fairly similar to the purchasable in-game map, but the following isn't working:

entityDef atdm:hot_tip
{
	"inherit"			"atdm:readable_mobile_scroll01_rolledup"

	"editor_usage"		        "hot tip" // THIS ONLY SHOWS IN ENTITY INSPECTOR

	"inv_name"			"Hot Tip" // SHOWS IN PLAYER'S INVENTORY.
	"inv_icon"			"guis/assets/hud/inventory_icons/scroll_icon.tga"
	"gui"				"guis/scroll_everett_hand.gui"
}

entityDef ShopItem_hot_tip
{
       "inherit"           "atdm:shopitem_base"
       "itemClassname"     "atdm:hot_tip"
       "displayName"       "Hot Tip"
       "displayDesc"       "An acquaintance has some useful information... for a price."
       "image"             "guis/assets/hud/inventory_icons/scroll_icon.tga"
}

Nothing shows up in the shop. Clearly I'm missing some crucial point.

Also, how would I assign the xdata to the scroll once I have the purchasing part working?

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