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Messages - BloodRayne

#121
Strutt your stuff! / Re: The Barons Abode - WIP Thread
September 06, 2014, 04:18:58 AM
Looks good so far. :)
#122
Strutt your stuff! / Re: ABD3SP2 - As yet unnamed
September 05, 2014, 11:06:34 AM
Looks awesome!
#123
Quote from: Zombie on August 31, 2014, 01:38:24 PM
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.
The 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?

His problem doesn't only describe mars city, the Imp (and also other creatures have surprise attacks, which the TS might want to change also) are implemented in several different manners, some by simple mapping, a trigger and a trigger_anim set to a monster, others might very well be entirely scripted as some mapscripts for the original maps are very elaborate. Some other imps are even just cinematic entities, replaced by regular Imps.

Just giving a step by step instruction on how to edit that one Imp in mars city wouldn't provide a good enough answer, there's more to consider there if you want a solid solution to all those different types of surprise attacks.
#124
Have you opened the actual maps? It's usually nothing more than a monster and a trigger. It doesn't happen in 'script', most of the time, but in map automation such as triggers and such, inside the map.
#125
Welcome! / A plea for a 'let's talk about' forum.
August 28, 2014, 03:15:17 PM
I want it! Pleeeeaaaaaaaseee!

Pretty please with a cherry on top?

https://www.youtube.com/watch?v=s4N_W-c7xIY
#126
No you don't use timescale, at all. If you have access to the SDK, simply use the slowdown commands, implemented in the ROE part of the code. That also slows down all mono sounds, according to the speed you slow down the game. This also allows the player animations to continue as normal.

This is implemented in Grimm, the source code is available on Moddb.
#127
Quote from: The Happy Friar on August 26, 2014, 06:28:48 AM
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.
The 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.

As for slowing down the entire world except for the player, you'd need engine access, slowing down animation framerates, but also checking all entities like particles, physics etc.. It would be quite an operation. The timescale command doesn't really help there, as that just slows the engine down entirely, inserting or removing time between engine ticks.
#128
It's a map feature, you'll need to open up the original maps, find the imps in question and reuse the triggers that trigger them to also add a timescale effect.
#129
I wouldn't fix that issue in such a manner. All those attackes are scripted and triggered from within the maps. You know, those moments where you open the door and the imp jumps at you. All scripted.

For that, I'd open the map scripts and just add the slowdowns there, so as not to cause unwanted slowdowns when imps are doing certain attacks while they are out of range.
#130
What you need to do is this:

In the animation DEF:

anim attack models/md5/monsters/zfat/death1_pose.md5anim {
frame 1 call slowDown
                frame 22                                                  call speedUp
}


Then, in the scripting part of the monster you'll need to add to script functions: 'slowDown() and speedUp()'
In these functions, set the timescale variable, like this:

    void slowDown() {
            sys.setcvar("timescale", "0.5");
    }



    void speedUp() {
            sys.setcvar("timescale", "1");
    }


That should work. I wrote this by head, so mind the comma's and such.
#131
Timescale is an engine wide command so it works for everything in the world, even renderspeed. It's best used only for debugging purposes.

You have several options. You can create new animations by copying the original ones, and editing the framerate of the anims in notepad. Then you can call the changed animations by script.

The other option is to add a framerate command to the animation parts of the engine, but for that you will need to compile the GPL code, as I don't think that part of the code is in the SDK (don't quote me on that, I haven't opened the source in a long while).
#132
Welcome! / Re: So, the community dissolved??
August 16, 2014, 06:21:26 PM
I'm reporting this to the moderator, just fyi.
#133
Welcome! / Re: So, the community dissolved??
August 16, 2014, 12:08:49 PM
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.

Blasphemous! I religiously check it every day. ;)
#134
id Tech 4 Mods / Re: Best Doom3 Mod?
August 12, 2014, 10:30:42 AM
#135
Welcome! / Re: So, the community dissolved??
August 10, 2014, 02:28:05 PM
Thanks, I noticed on the third post, thought it was you.
Thanks! :)

I'll get more active soon.