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Messages - Mr A

#1
THANK YOU SO MUCH!
It's working pretty perfectly!
Now when I rocket enemies it leaves loads of blood =D
#2
id Tech 4 Scripting / Re: Tutorial: FX System
October 24, 2014, 09:03:51 AM
I've been trying to get the FX to paint a decal on the ground when a monster is fragged, just like in your example but it's not working.  (Code is identicle to the one in exaple) Particle effects etc. work fine, but it just won't paint a blood decal on the floor. 

Here's a screen shot of what's happening. 
https://www.dropbox.com/s/vks5mjj2sdrfq6s/blood.jpg?dl=0
#3
It does the same as before, with the fx just spawning mid air and not painting the decal. 

A took a screenshot. 

https://www.dropbox.com/s/vks5mjj2sdrfq6s/blood.jpg?dl=0
#4
Right, well it works when I use "sys.setSpawnArg( "origin", $player1.getOrigin() );",
but not when I don't.

The decal will also spawn when I use other origins, jsut not when it's left blank. 

How do I set the origin as the monster that's just died?
#5
No the decal isn't on the floor haha, but there's a box appeared to show the effect is happening. I even tried lowering the offset so it was closer to the floor, but that didn't help.  This is really weird.  Doom hates me =c

I'm going to try with a custom decal, 
Custom decal failed... I have no idea why this won't work =/


Yeah a rename probably would be a good idea haha.
I still want to know how to compile the source code though. 
#6
Okay well I did what you recommended Solarspace.  My script works fine and the fx is working, sort of.  When I showed entity info, my fx was noted, but the box was just floating there where the monster had died.  It's really bizarre!
#7
How do you mean?
#8
id Tech 4 Needs Help / Re: Degenerating Health
October 22, 2014, 09:59:20 AM
I found this in the SDK.
(D3SDK\src\game\gamesys\SysCvar.cpp)
idCVar g_healthTakeTime( "g_healthTakeTime", "5", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how often to take health in nightmare mode" );
idCVar g_healthTakeAmt( "g_healthTakeAmt", "5", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how much health to take in nightmare mode" );
idCVar g_healthTakeLimit( "g_healthTakeLimit", "25", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how low can health get taken in nightmare mode" );


And also this in a player file.
#ifndef ID_DEMO_BUILD
if ( g_skill.GetInteger() == 3 ) {
healthTake = true;
nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000;
}
#endif
}

I guess it only works in Nightmare mode...
#9
I tried this but it was unsuccessful.  Still won't spawn decals. 

void monster_zombie_security_pistol::state_Killed() {
stopMove();

sys.setSpawnArg( "fx", "fx/bloodpool" );
sys.setSpawnArg( "origin", getOrigin() );
sys.setSpawnArg( "start", "1" );
sys.spawn( "func_fx" );


animState( ANIMCHANNEL_TORSO, "Torso_Death", 0 );
animState( ANIMCHANNEL_LEGS, "Legs_Death", 0 );

waitAction( "dead" );
stopThinking();
}
#10
id Tech 4 Needs Help / Degenerating Health
October 21, 2014, 12:05:23 PM
In Nightmare mode your health degenerates.  How can I implement this?

I noticed there was a "deplete_armor" but no function for health anywhere. 
#11
I thought it would be something similar to how the game brings up weapon specific death messages in multiplayer?
#12
Okay well I've been trying to get this blood spatting to work. I've been failing though haha. 

My FX code looks like:
fx fx/bloodpool
{
   
    {
      delay 0
      duration 36
      decal "textures/decals/dsplat2"
      size 120
   }     
}

I think that's okay.  But it refuses to paint the decal onto the floor. I tried adding a random particle effect to see if it was an error with the ai script, and the particle effect worked fine.  (Here's my ai script just for reference). 
void monster_zombie_security_pistol::state_Killed() {
stopMove();

startFx("fx/bloodpool");

animState( ANIMCHANNEL_TORSO, "Torso_Death", 0 );
animState( ANIMCHANNEL_LEGS, "Legs_Death", 0 );

waitAction( "dead" );
stopThinking();
}


QuoteThe duration that the gibs stay in the world (4 seconds) will require SDK changes if you want to change that BTW.
Yeah that's what I want to change, haha.  I'm also interested in trying to create different gib styles dependent on the weapon the monster is fragged with e.g. large chunks of meat for explosive frags, skeletons for plasma/bfg frags. 

Is there no way to override or replace the gib effect other then modding the SDK?

Also I still haven't figured out how to compile the SDK, the tutorials I've found are too techy for a noob like me. Like what even does "Install the VC" mean?
#13
I've wrote one, but don't I have to add it to compile it?
Oh wait...do I just add this code to the monster's .def files!?

I'm so silly haha, I thought I would have had to compiled the code.  Ok sound man, thanks a lot =)
Oh you don't know if I could modify the gibs effects without compiling the code do you?
#14
Ah well I'm not interesting in making money, just people smile =)

I'm still not having much look on this...has anyone compiled the code themselves before?
Would someone do it for me if I sent them the code =? Heehe. 
All I'm trying to do is make NPCs and monsters leave a pool of blood when fragged. 
#15
I don't have Q4 installed, but I believe the item dropping will be in the monster .def using code like "def_dropDeathItem1". 

I think in Q4 there was some presumption that the Strogg used some sort of infravision or nightvision. 

Raven filled the game with uninspired frontal assaults and a lack of traps, because they're pretty poor level designers. 

I really admired the monster design and the textures and architecture too.  I thought it was really visually impressive.  The game was a tad dull though, but had some pretty good boss fights.