SeriousToni Posted February 22 Report Posted February 22 3 hours ago, thebigh said: When a conversation is triggered, any bark that is already playing at that time continues until it's finished. I want the AI to stop his bark the instant the conversation is triggered. Oh that sounds like a problem ! I understand but I am afraid I can't help with that. Hope someone else can! Sorry ! 1 Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Geep Posted February 22 Report Posted February 22 I dunno, but looking at the TDM Script Reference, there's a few things you might try from a triggered script. Like <entity>.stopSound(channel), where channel might be SND_CHANNEL_ANY. Don't know if this works with AI. Or maybe <ai>.bark(sound), where sound could be a short silence clip. Or even just null? Other possibilities I guess: <emitter>.Off(); <emitter>.On(); startSound(...); playAndLipSync(...); Quote
datiswous Posted February 22 Report Posted February 22 (edited) Maybe something with idle_bark_interval_min or idle_bark_interval_max Maybe you can set it so that barks are disabled right before the conversation starts. Or set def_vocal_set temporary to atdm:ai_vocal_set_mute via script and then set it back after Edit: these are spawnargs, so I don't think they can be altered in runtime. Edited February 23 by datiswous Quote
joebarnin Posted February 23 Report Posted February 23 I want to do something (e.g., play a sound) when an AI's alert status changes (like they go from Idle to Suspicious). My brain must not be working well today, because I can't figure out how to do it. Any help? Quote
grodenglaive Posted February 24 Report Posted February 24 (edited) [deleted] Edited February 24 by grodenglaive Quote
Amadeus Posted February 24 Report Posted February 24 On 2/22/2026 at 4:38 PM, joebarnin said: I want to do something (e.g., play a sound) when an AI's alert status changes (like they go from Idle to Suspicious). My brain must not be working well today, because I can't figure out how to do it. Any help? You can set up a hidden objective with the "AI is alerted" component and then have it call a script, or you can put together something like this and call it however you wish: void alert_sound() { ai guard = $atdm_ai_townsfolk_commoner_3; // Or whatever the name of your ai is if (guard.AI_AlertIndex == 5 && !guard.AI_KNOCKEDOUT && !guard.AI_DEAD) { sys.println("Speaker is triggered upon alert"); sys.trigger($alert_speaker); } } "AI_AlertIndex" is the key you're looking for, I believe. It goes from 1 to 5: 1 being idle, 5 being Combat 4 Quote FMs: A Good Neighbor, Eye on the Prize Co-FMs: Displacement, Seeking Lady Leicester, Written in Stone, The Painter's Wife
grodenglaive Posted February 27 Report Posted February 27 (edited) why does my bevel have slits in it? I beveled the four corners on this brush, but 2 of them are like this. [edit] this is in-game. It looks fine in the DR preview window. Edited February 27 by grodenglaive Quote
Frost_Salamander Posted February 27 Report Posted February 27 22 minutes ago, grodenglaive said: why does my bevel have slits in it? I beveled the four corners on this brush, but 2 of them are like this. [edit] this is in-game. It looks fine in the DR preview window. https://bugs.thedarkmod.com/view.php?id=6287 If it's really problematic, you can export the worldspawn as a model and that will fix it. 1 1 Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: With Kerry000: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs A Reciprocal Gambit
grodenglaive Posted February 27 Report Posted February 27 (edited) thanks! Glad I didn't mess something up. [edit] yes, saving as a .lwo model fixed it Edited February 27 by grodenglaive Quote
datiswous Posted March 3 Report Posted March 3 What is the difference between map merge and import map? Quote
grodenglaive Posted March 3 Report Posted March 3 (edited) 6 hours ago, datiswous said: What is the difference between map merge and import map? I've always wondered that, but was afraid to try it (I have only used import map). Edited March 3 by grodenglaive Quote
joebarnin Posted March 8 Report Posted March 8 I'd like to have a mechanism like the game Portal, where there's a "hole" in a wall that you can step through to another location (and you can see the target location through the portal). I know I've seen this before in other FMs, but I can't recall where, and I can't figure out the best way of doing this. Thanks for any suggestions. Quote
JackFarmer Posted March 8 Report Posted March 8 7 minutes ago, joebarnin said: I'd like to have a mechanism like the game Portal, where there's a "hole" in a wall that you can step through to another location (and you can see the target location through the portal). I know I've seen this before in other FMs, but I can't recall where, and I can't figure out the best way of doing this. Thanks for any suggestions. I know what you mean, I am pretty positive this can be found in dragofer's "Down By The Riverside". 1 Quote
datiswous Posted March 8 Report Posted March 8 (edited) 4 hours ago, joebarnin said: I'd like to have a mechanism like the game Portal, where there's a "hole" in a wall that you can step through to another location (and you can see the target location through the portal). I know I've seen this before in other FMs, but I can't recall where, and I can't figure out the best way of doing this. Thanks for any suggestions. You mean this effect? https://www.youtube.com/watch?v=buB29Qvv0c8 What I used is a teleportation script and an x-ray screen (because actually you look into the same room, but altered). There's still a wobble when teleported though. 3 hours ago, JackFarmer said: I am pretty positive this can be found in dragofer's "Down By The Riverside". There's teleporting there, but I don't remember you can look into that other place. I think The Painters Wife might have something like this. I think there are 2 possibilities for making the "look into other place" effect work. One is faking the new place via an x-ray screen or another room next to it that you look at. The other way is to use a camera screen. The camera is placed in the new location and the door is also a screen. Also maybe using a cubemap is possible. I think that's how they did it in The Painter's Wife? Edited March 8 by datiswous 1 Quote
datiswous Posted March 8 Report Posted March 8 (edited) Also see here: When you scroll down I shared a map file Edited March 8 by datiswous 1 Quote
joebarnin Posted March 9 Report Posted March 9 7 hours ago, datiswous said: You mean this effect? https://www.youtube.com/watch?v=buB29Qvv0c8 What I used is a teleportation script and an x-ray screen (because actually you look into the same room, but altered). There's still a wobble when teleported though. Yes, that's the one I remembered. Have to say, my memory isn't what it used to be - not only was it not an FM, it was only a few months ago that I saw it. Oh well... Thanks again. I'll probably use this technique, maybe add a quick flash to hide the wobble. Quote
grodenglaive Posted March 9 Report Posted March 9 16 hours ago, joebarnin said: I'd like to have a mechanism like the game Portal, where there's a "hole" in a wall that you can step through to another location (and you can see the target location through the portal). I know I've seen this before in other FMs, but I can't recall where, and I can't figure out the best way of doing this. Thanks for any suggestions. I have this on my upcoming fm. I can share it with you, but I might not get to it today. I think it works pretty well. 1 Quote
grodenglaive Posted March 9 Report Posted March 9 (edited) I used a cube map and the doorway was basically a mirror with the cube map texture. Making the cube map is really simple using the console function, but I don't remember the command at the moment. [edit] console command is: envshot [prefix] [size] cubemap instructions are here Cube maps - The DarkMod Wiki Edited March 9 by grodenglaive Quote
grodenglaive Posted March 9 Report Posted March 9 (edited) Only issue was I had to reverse the images, so the mirror wasn't mirrored, if that makes any sense. [Edit] oh and if your destination room has a different orientation, fixing the cube map gets complicated. It took some trial and error. Edited March 9 by grodenglaive Quote
grodenglaive Posted March 9 Report Posted March 9 5 hours ago, joebarnin said: Yes, that's the one I remembered. Have to say, my memory isn't what it used to be - not only was it not an FM, it was only a few months ago that I saw it. Oh well... Thanks again. I'll probably use this technique, maybe add a quick flash to hide the wobble. Ah, the X-ray technique looks good, I forgot about that one. Quote
grodenglaive Posted March 9 Report Posted March 9 This is how mine turned out using a cubemap: I had added a ripple effect and clouds. I think the x-ray method datiswous posted looks better and is more seamless, depending on what you're going for. 1 Quote
datiswous Posted March 9 Report Posted March 9 When you look into a new room x-ray ist necesary. X-ray is only needed when you place the door somewhete in a room and you can walk around it. You can just use a copy of the room you teleport to. So you look into that room, but when you try to enter, you teleport and so never end up in that room. But you have to make it clear somehow you teleported to a new area otherwise players don't even understand something special happened. Quote
datiswous Posted March 9 Report Posted March 9 14 minutes ago, grodenglaive said: This is how mine turned out using a cubemap: Is it intended that during teleportation the screen goes black a short time? Also you end up farder away from the table. It still looks cool though. Quote
grodenglaive Posted March 9 Report Posted March 9 Yes, I put a face out/in. Unfortunately the room view is from the center, but the portal is against the wall. If I were to do it over, id use the other method posted. Quote
grodenglaive Posted March 9 Report Posted March 9 5 hours ago, datiswous said: When you look into a new room x-ray ist necesary. X-ray is only needed when you place the door somewhete in a room and you can walk around it. You can just use a copy of the room you teleport to. So you look into that room, but when you try to enter, you teleport and so never end up in that room. But you have to make it clear somehow you teleported to a new area otherwise players don't even understand something special happened. OK, interesting. Well in my case there isn't room for a copy of the room anyway, hence the cubemap. But I'm happy enough with how it turned out. Quote
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.