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Messages - Ivan_the_B

#1
Enums are not supported by DoomScript :(
#2
id Tech 4 Scripting / Re: help with a script
October 01, 2016, 07:03:50 PM
DoomScript fails on certain kinds of combined expressions even if they look valid on their own.
You should probablly split the instruction like this:

if ( nullifier_frobable_entity ) {
   if ( frobable_entity == nullifier_frobable_entity ) {

   }
}

#3
id Tech 4 Scripting / Re: help with func_animate
September 29, 2016, 01:43:45 PM
I think you should add the idle animation as 3th in the list and set "loop_last_anim" "1".
Or simply set "remove" "0", but I think it won't play any animation.
#4
Standard triggers can be activated only by player entities by default.
AI and func_activator can touch triggers only if "anyTouch" or "noClient" are set.

In my case the func_activator was used in combination with the trigger_entityname, which can be triggered by a specific entity (the activator itself).
I couldn't use directly the vehicle because it's not able to touch triggers.

I later dropped this whole system and made vehicles able to touch triggers on behalf of the driver.
#5
I'm still working in Fragging Free from time to time and I'm planning to move the dodge logic to c++ soon.
As starting point have a look at my double-jump implementation in Hardqore2 mod. Sources are on moddb.
It should be very similar.
#6
I remember using func_activators bound to vehicles in order to touch triggers while driving.

PS: hi guys, it has been a while  :)
#7
id Tech 4 Scripting / Re: Random non-encounters?
November 05, 2014, 02:45:31 PM
The seed is only random in multiplayer games.
I guess it made testing the singleplayer maps easier.
You need the SDK to change that.
#8
id Tech 4 Scripting / Re: Weapon toggle?
November 03, 2014, 03:45:50 AM
It sounds more like there's something wrong with weapon scripts.
A skin cannot make such a difference.

I did use multiple weapons on the same key in Fragging Free, but it was ROE mod so the support was already there.
#9
nodraw is a standard D3 material.

The problem here (sorry I forgot this until now) is that all weapon scripts inherit from weapon_base.script, which has this nice function:

/*
=====================
weapon_base::UpdateSkin

Required by game code for when the skin needs to change (for example, when the player has a power up).  Implemented in subclasses.
Code is called is only guaranteed to execute for one frame, so any code should either set the weapon state or start a new thread.
=====================
*/
void weapon_base::UpdateSkin() {
if ( isInvisible() ) {
setSkin( getKey( "skin_invisible" ) );
} else {
setSkin( "" );
}
}

... that resets the skin to "" unless you have the invisibility powerup.
It's invoked when the weapon is selected and when the invisibility powerup is picked up.

You have to override the funtion in weapon_shotgun.script like this:

void weapon_shotgun::UpdateSkin() {
if ( isInvisible() ) {
setSkin( getKey( "skin_invisible" ) );
} else {
setSkin( getKey("skin") );
}
}


Now your skin will work :)
#10
I used the "calan/" prefix as a placeholder.
That piece of the name is not required, but I expect you to group all your custom skins with a meaningful prefix. Say "yourproject/weapons/...".
It's just a naming convention I got used to by looking at the original D3 files.

You can indeed put multiple lines in the same skin. In fact, it's rather common.
You need to include all the flash materials to hide them.
I cannot test your skin code because I'm at work, but it looks correct to me :D
#11
id Tech 4 Models and Animations / Re: Custom gibbing?
October 31, 2014, 11:37:36 AM
The logic is simple: the monster will gib if its health is lower than -20 and "gib" is 1 on both the monster and the damage defs.
You need the SDK to change that.
#12
You cannot create a material that does nothing.
The "if" trick you used was also used by ID in a couple of materials. You cannot get rid of it.
In your case anyway you don't need it this material at all. Just use nodraw.
#13
You are right, "angular_velocity" is just... the angular velocity. :)
"velocity", on the other hand, is applied to the direction determined by the current orientation of the "eject" joint (of the weapon viewmodel).
You should indeed be able to change the direction changing the "velocity" vector. Try negative values too.
Another solution is to rotate the "eject" joint in the weapon script.
#14
The skin approach does work.
That's how missiles are hidden on rocket launcher model.

Put the skin definition in a new .skin file inside a "skins" folder.
#15
I'd change the angular_velocity value in the debris def.
Denton mod made this easier to change iirc.