Looks good so far.
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Quote from: Zombie on August 31, 2014, 01:38:24 PMThe way a question is raised is always an issue. The thread evolved until it was clear what the end purpose was, which was when the advice started to be more tailored to the actual question. We're trying to help as best as we can. But it is always interesting to see how far such advice should go. Does it really help someone to give them step by step instructions, or does it really help someone if you learn him the thought process of how those steps came to be?
It would've been a lot easier, and less frustrating if you just told him to look in the mars city underground map file.
There is is an imp that leaps at you when you open the door near a round shaped room. You could search for imps in the editor.
Then apply what ever you need to do that imp with scripting, etc.
Quote from: The Happy Friar on August 26, 2014, 06:28:48 AMThe problem is that the maps aren't created in the same way. Some monsters are regular monsters with a triggered animation, some others are cinematics or scripted in the scripts. It depends on the mapper in question. But there's a lot of ways to do this, I'd try to call the script from the def files first, I know that works.
Aren't the monster animations for those map events in the monster def files too? I know some have different def files, but could he add the timescale property to the specific def's so the map events slow down too?
Would be neat to do an "everything but player" slowdown.
anim attack models/md5/monsters/zfat/death1_pose.md5anim {
frame 1 call slowDown
frame 22 call speedUp
}
void slowDown() {
sys.setcvar("timescale", "0.5");
}
void speedUp() {
sys.setcvar("timescale", "1");
}
Quote from: The Happy Friar on August 16, 2014, 10:08:02 AM
Finally removed my Doom 3 World shortcut from my FireFox shortcut bar.
