User:VanishedOne
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 | Most damage is independent of the S/R system, so you can't set a Response to damage generally |
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? |
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 | Ordinary knockouts don't apply this, so you can't set a Response to them |
STIM_KILL | target is killed | Opposite of knockout case? Need to test again. |
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?
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]
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
Misc.
What is/was trigger_air? (textures/common/trigair) There's no such entity def., even among the commented-out ones in triggers.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`.)