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`inv_item_count` defined on atdm:playertool: used for anything? (Compare `inv_count`.) | `inv_item_count` defined on atdm:playertool: used for anything? (Compare `inv_count`.) | ||
== Weather == | == Weather == |
Revision as of 20:34, 28 September 2016
VanishedOne's notes and queries.
Stim/Response
Type | Comment in tdm_stim_response.script | My notes |
---|---|---|
STIM_FROB | Frobbed | |
STIM_FIRE | Fire | |
STIM_WATER | Water | |
STIM_DAMAGE | damages target | AI and the player have a STIM_DAMAGE Response to make this the case. It's not a response to ordinary damage (though a script object could listen for SIG_DAMAGE). |
STIM_SHIELD | protects against arrows or physical blows | Used? Usable? |
STIM_HEALING | heals target | The player has a Response to this; AI, by default, don't. |
STIM_HOLY | holy is applied | Undead use a special script to get the damage def. from the source (usually a holy water arrow result); without one, there's no effect. |
STIM_MAGIC | Magic is being used | Used anywhere? What's the purpose of this one? (From Thief's MagicZapStim?) |
STIM_TOUCH | triggered if touched | Couldn't get a Response to fire on ordinary collisions, or on entering brush triggers. |
STIM_KNOCKOUT | target is knocked out | AI/heads (including the player head) inherit a Response to this as standard to enable it to knock AI out, but the blackjack presumably uses a non-S/R mechanism for hit-cone-dependent knockouts. |
STIM_KILL | target is killed | AI don't have a Response to this as standard. No luck activating Responses through death by normal means. |
STIM_RESTORE | target is restored | What does this mean, if not the same as STIM_HEAL? |
STIM_LIGHT | triggered by light | [1] |
STIM_SOUND | triggered by sound | Needs investigation. (Player-audible or AI-audible, for starters?) |
STIM_VISUAL | visual contact | Handled in SDK |
STIM_INVITE | can be used to trigger special behaviour (like a stool can invite an AI to sit down) | Probably related to this idea from 2005: [2] |
STIM_READ | Can be read | Used? |
STIM_RANDOM | Random response is selected (does this make sense?) | |
STIM_TIMER | Timer has been triggered. | Used? |
STIM_COMMUNICATION | Communication vocalization | Handled in SDK |
STIM_GAS | Gas arrows / mines | |
STIM_TRIGGER | Entity "activation" stim | |
STIM_TARGET_REACHED | Can be emitted if the endposition (e.g. by using an effect_moveToPosition) is reached | Emitted to what? |
STIM_PLAYER | The "player" stim | Radial stim on the player |
STIM_FLASH | The flashbomb stim | |
STIM_BLIND | A "blind" stim that blinds the actor (this is stronger than a FLASH stim, no visibility is needed) | |
STIM_MOSS | stim from moss arrows (e.g., for dampening window shattering) |
Is the magnitude of collision stims affected by velocity/force of collision, as reportedly in the Dark Engine?
Are these (in Response.h) used?
* How much damage must be applied for this response? */ float m_MinDamage; /** * No more than this. */ float m_MaxDamage;
Material shaders
Stuff not in [3] (including TDM's additions):
xrayRenderMap -- I don't have Doom 3/RoE to examine. So far I've managed to make a sort of mirror that shows an AI without his hair when he's placed behind it. I've seen references to skin_xray and skin_head_xray spawnargs, but I don't know what they do yet.
'New _currentDepth global image accessible by any shader. Unlike _currentRender, using this keyword in a material file does not delay the shader being drawn. New ignoreDepth material file keyword. Prevents the shader being clipped by solid geometry.' -- [4]
Is this how the hardwood surface type differs from regular wood?
In my experience the following can't be used with light interactions:
- Deforms. (All of them? Does TDM even use 'deform eyeball'?)
- Particles spawned from surfaces.
TDM macros: [5]
PARTICLE_MACRO:
noselfShadow noShadows translucent discrete nonsolid noimpact
GLASS_MACRO:
noselfShadow noShadows translucent twosided
TWOSIDED_DECAL_MACRO:
discrete nonsolid noimpact polygonOffset 1 noShadows sort decal noselfShadow noShadows translucent twosided
(Why translucent?)
GUIs
Focus doesn't work in TDM: [6]
Misc.
What is/was trigger_air? (textures/common/trigair) There's no such entity def., even among the commented-out ones in triggers.def. Maybe related to the commented-out info_vacuum in d3_junk.def?
`knockout` spawnarg on atdm:weapon_base ('If set to true, a hit with that weapon knocks the AI out') -- working/used? The blackjack instead uses a `knockout` spawnarg in its melee def. (melee_blackjack_ovr): compare atdm:damage_moveable, which also has a `knockout_power` spawnarg.
`inv_item_count` defined on atdm:playertool: used for anything? (Compare `inv_count`.)
Weather
"classname" "func_static" "sr_class_1" "S" "sr_radius_1" "0" "sr_state_1" "1" "sr_time_interval_1" "200" "sr_type_1" "2" "sr_use_bounds_1" "1" "solid" "0"
Texture brushes of this entity with textures/common/collision and put them under your rain/snow patches so you can no longer carry a lit candle through a downpour.
Gameplay notes
Things to be wary of:
- Important items that are moveables and can get knocked behind furniture, etc.