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Messages - bitterman

Pages: [1] 2 3 ... 19
1
id Tech 4 Level Editing / What for this isolated box on the alphalabs3?
« on: February 21, 2018, 11:01:55 AM »
This box with no entry/exit have an trigger_relay and some weapons and ammo.

What for it is?

2
Is it possible?

I mean all anim states controlled by ai script. But what if I want to send playAnim outside of ai script?

Thanks.

3
id Tech 4 Scripting / Re: Multiple running script
« on: February 07, 2018, 06:51:27 AM »
Then it should be like:
Code: [Select]
alreadyShown = label.getKey("alreadyShown");
...
if (!alreadyShown) { label.show(); }

Looks nice.

************** upd

There is a native flag:
Code: [Select]
if ( isHidden ) { label.show( ); }

4
id Tech 4 Scripting / Re: Multiple running script
« on: February 06, 2018, 09:19:46 PM »
This is what I trying to achieve:

When the player step into trigger zone around an interactive object this trigger shows a label on the top of this object (ent.show()).

This part works fine for me.

Then player goes out of trigger zone (ent.hide()). This is works too.

But then player back into trigger zone. Here is the problem: if it trigger_once then it already removed after fired.
If it trigger_multiple then label will blink when player stay still into zone.

In fact I trying to get inactivate triggger and retrigger it at the end of script (if player leave trigger zone then retrigger for next case).

Sorry for wall of text )

5
id Tech 4 Scripting / Re: Multiple running script
« on: February 05, 2018, 09:15:09 PM »
Good naming, thanks ;)

********* upd

I'm look at Trigger.cpp and looks like trigger just removed if 'wait' <= 0 or reset after waiting if 'wait' > 0 (0.5 by default).

I don't see any other way to control trigger's reset. It works like 'pew-pew-pew' ))


6
id Tech 4 Scripting / Re: Multiple running script
« on: February 05, 2018, 08:16:00 AM »
Thanks!

Now I'm going deeper and trying to use trigger_multiple which running once and then retriggered via script.

Related question - can I set any custom spawnArgs in entity on the map (and use it in script via 'getKey') or they are predefined? Is there any restrictions?

Thanks!

8
id Tech 4 Scripting / Re: Multiple running script
« on: January 28, 2018, 08:56:01 AM »
It's works fine with trigger_once but only one time.

Don't know how to reset trigger_once.

9
id Tech 4 Scripting / Re: Multiple running script
« on: January 26, 2018, 06:11:43 AM »
Thanks, Snehk

I make a script with one line

Code: [Select]
sys.println( "trigger" );
If player standing in trigger zone this message send to console at intervals approx. one second.

There is a "wait" k/v for trigger and it can give behavior which you describe above.

So, must be other solution.



10
id Tech 4 Scripting / Multiple running script
« on: January 25, 2018, 10:04:18 PM »
Let trigger_multiply call a script which begin some actions with some entity.

What happen if the player still stand in trigger zone?
Is this script will be started again?
But if entity is already in action? Is script must set some flag and prevent multiply instances?

Is there a native flags/commands like "isTriggered" etc?

Thanks.

11
id Tech 4 Scripting / Re: Player's interactions with objects via keys
« on: January 21, 2018, 06:29:39 AM »
On-trigger gui on the top of interacted item is a best idea IMO.

Is there a way to make gui surf always to stay in player's view?
(like 'deform sprite' for material but I can't find how to assign mtr to gui).

*********** upd ************

It's works fine on func_static with decal mtr and show/hide by trigger/script (right quad).
On func_static with gui the 'deform sprite' k/v works odd (left quad).

Not so flexible as gui (font type, align etc) but works as planned.

Now about key handle...

12
id Tech 4 Scripting / Re: Player's interactions with objects via keys
« on: January 18, 2018, 11:41:58 AM »
Another way (looks like system font is fixed and can't be changed via script).

13
id Tech 4 Scripting / Re: Player's interactions with objects via keys
« on: January 17, 2018, 07:15:08 AM »
In fact this is like multiple trigger with target_tip. Not sure about keys yet.

14
id Tech 4 Scripting / Player's interactions with objects via keys
« on: January 13, 2018, 11:41:39 PM »
I'm looking for how to implement this thing:

When player stay close to spec. entity then scripn send to HUD some message like "Use E" or "Destroy D".

Then player can press some key to interact with this entity.

Don't remember this feature in D3.

Thanks.

15
Yes, just try these console commans after ' testModel'.

As I undetstand it the anim blend used in D3 to create a smooth transition between anims with different starting poses.

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