Jump to content
The Dark Mod Forums

Recommended Posts

Posted

As smooth as it looks, I don't think the xray technique will work for me. For gameplay reasons, I really want the player to see into the actual room that they are transported into. Xray doesn't do this (and @grodenglaive's cubemap, as far as I can tell?). I'm experimenting with func_cameraview - it looks a bit funky, but I'll try to work around it.

Posted (edited)

I also tried a window with a portalsky recently. But I think you cannot specify the size for some reason, So the area you look into looks very large.

I couldn't get the cameraview working correctly when I tried in the past. Maybe the camera testmap from grayman could be helpful.

https://wiki.thedarkmod.com/index.php?title=Security_Camera#Examining_a_Test_Map

 

17 hours ago, joebarnin said:

For gameplay reasons, I really want the player to see into the actual room that they are transported into.

Why is this important? Are you suposed to see something happening with ai or something?

Edited by datiswous
Posted
46 minutes ago, datiswous said:

Why is this important? Are you suposed to see something happening with ai or something?

AI on patrol, moveable objects, lights switched on or off. That sort of thing.

If it isn't possible, I can work around it. I'm just hoping it's possible in some way that doesn't look too hokey.

Posted
On 3/9/2026 at 7:26 PM, joebarnin said:

As smooth as it looks, I don't think the xray technique will work for me. For gameplay reasons, I really want the player to see into the actual room that they are transported into. Xray doesn't do this (and @grodenglaive's cubemap, as far as I can tell?). I'm experimenting with func_cameraview - it looks a bit funky, but I'll try to work around it.

No, unfortunately the cubemap won't work for a live view - it's prerecorded static image files.

Posted

How would one make a light that flickers a bit, goes out for a while and comes back on? Perhaps to give you enough time to get past it. I think I've seen that in a mission. 

 

Posted
1 hour ago, grodenglaive said:

How would one make a light that flickers a bit, goes out for a while and comes back on? Perhaps to give you enough time to get past it. I think I've seen that in a mission. 

 

I can think of a couple of possibilities. One is a script that just turns the light off and on in a loop. Something like:

void flicker()
{
	while (true)
	{
		sys.wait(10); // light on for 10 seconds
		float loop;
		
		// flicker a few times
		for ( loop = 0 ; loop < 4 ; loop += 1 )
		{
			$mylight.Off();
            		sys.wait(sys.random(0.1)+.1);
           		$mylight.On();
            		sys.wait(sys.random(0.1)+.1);
		}
		$mylight.Off();
		sys.wait(5); // light off for 5 seconds
           	$mylight.On();
	}
}

You can adjust the code to change your flicker behavior. Start this in your main() with:

thread flicker();

The other technique is to use the s_shader spawnarg on your light. Several outdoor lights use this already - the light makes a humming noise, and the brightness of the light is determined by the volume of the sound. It's an inverse relationship - the louder the sound, the more the light is off. You could make a sound that is silent, then a hum for a few seconds. The hum will turn the light off, I think.

  • Thanks 1
Posted

The flickering lights in the machine room? That light switches on and off in response to some trigger-timers and trigger-relays. Those also control the malfunctioning fan in that room and the gear machine by the door to the main sewer room.

My missions:      Stand-alone                                                  Duncan Lynch series           Collabs                             

                                 Down and Out on Newford Road          the Factory Heist                  A Collector's Errand (with Bikerdude)

                           The Wizard's Treasure                          A House Call

                                                                                           The House of deLisle                                                                                                  

                              

Posted
17 hours ago, datiswous said:

You can also make a shader that does the flicker itself. I mean light table.

see info here:

and here:

 

Thanks, that could be fun to play with. I had initially looked at the shader, but didn't know how it worked and couldn't find any documentation.

  • 1 month later...
Posted (edited)

Hi, I'd like to make an objective that completes when the player picks up a fire arrow. I tried putting the name of my map's fire arrow entity into a "player possesses item" component but it doesn't trigger when the player takes the fire arrow. If I change it to point to a loot item instead (as a test), then the objective completes upon picking up that loot item as expected.

I guess frobbing the fire arrow entity might not exactly add that named entity to the player's inventory, but instead increments an ammo counter as the entity disappears. So the player would never actually "possess" the entity itself.

What would be a good/clean workaround for this? In this case it doesn't really matter if it applies to this specific fire arrow or any fire arrow, since this is the only one in the mission.

image.png.d3afb25fb95c3e24d78b3eee3fa4366f.png

Edited by sullium
Posted
7 minutes ago, sullium said:

Hi, I'd like to make an objective that completes when the player picks up a fire arrow. I tried putting the name of my map's fire arrow entity into a "player possesses item" component but it doesn't trigger when the player takes the fire arrow. If I change it to point to a loot item instead (as a test), then the objective completes upon picking up that loot item as expected.

I guess frobbing the fire arrow entity might not exactly add that named entity to the player's inventory, but instead increments an ammo counter as the entity disappears. So the player would never actually "possess" the entity itself.

What would be a good/clean workaround for this? In this case it doesn't really matter if it applies to this specific fire arrow or any fire arrow, since this is the only one in the mission.

image.png.d3afb25fb95c3e24d78b3eee3fa4366f.png

Give the arrow a frob response which fires an objective completion script/trigger. If you do not know how to do that, let me know.

  • Like 3
Posted

@sulliumin my experience weapons are not like other inventory items in that the entity which goes into your inventory is spawned and is not actually the specific entity you picked up, so you cannot rely on a named entity once they are in the players inventory. I had this problem with the sword anyway when I tried to make a similar objective for picking it up.

I ended up making the objective controlled by a script, added a frob response to the sword with the frob/response editor which fires a script when the weapon is frobbed (ie picked up), and then wrote a short map script that just set the right objective state to complete.

  • Like 2

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

  • 2 months later...
Posted

I have seen sitting AI on the ground in at least one mission ("Seeking lady Leicester" in a secret area). Maybe that's applicaple for your case.

  • Thanks 1
Posted

(from A New Job) It was pretty simple, set the AI to seated and add these two spawn args: 

idle_animations_sitting  idle_sit_beggar
replace_anim_idle_sit  idle_sit_beggar

 

  • Like 4

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • taaaki

      The post editor for the dark themes should be working again. Apologies for the inconvenience.
      · 1 reply
    • jaxa

      Talk GabeCube:
      https://forums.thedarkmod.com/index.php?/topic/18055-2016-cpugpu-news/page/39/#findComment-508710
      · 3 replies
    • The Black Arrow

      Things have been so bad these days for me...
      Just a year ago, I've been feeling dizzy, I thought it was nothing, today's stress, that type of thing, went to sleep...Still dizzy! 9 more days dizzy, went to doctor (I would have gone on the first day if NOT for the long appointment time)
      Said it may be Neck Dizziness...I did exercises for 6 months, no changes.
      Went to a Physical Therapist, went to another, no changes.
      I've asked my doctor for a full check this time.
      I hated yesteryear so much due to personal reasons, this year might be the same.
      To be brutally honest, I'd rather have cancer or/and chronic pain than suffer dizziness any second longer, especially when nothing helps.
      Hard to enjoy Thief when you're dizzy so I was hoping this year, Winter will be best for me.
      · 7 replies
    • JackFarmer

      Hello mappers and taffers! 

      Are you still out there? It is so calm here these days and I am afraid this is no good sign.
      Proof me wrong, tell your best friend (=me), that you are still here and that you will not go away!
      · 7 replies
    • JackFarmer

      Happy Labour Day, my taffing taffers & hard working mapping friends!
      And remember the poor souls who, within the Inventors’ organization, labor under Jonus’s yoke to ensure the success of that very guild! Always remember the hard workers!
      · 2 replies
×
×
  • Create New...