Jump to content

Set_Undying True


Recommended Posts

Posted
The NPC in question has the below settings:
 
//(BHVD)


affect ( "master_enemy", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "player" );
set ( /*@SET_TYPES*/ "SET_ENEMY", "player" );
set ( /*@SET_TYPES*/ "SET_NO_COMBAT_TALK", "true" );
set ( /*@SET_TYPES*/ "SET_NO_ALERT_TALK", "true" );
set ( /*@SET_TYPES*/ "SET_LOOK_FOR_ENEMIES", "true" );
set ( /*@SET_TYPES*/ "SET_IGNOREPAIN", /*@BOOL_TYPES*/ "true" );
set ( /*@SET_TYPES*/ "SET_UNDYING", "true" );
}
This seems to be no problem for the two other sparring partners in the level, but for some reason this one thinks it's special and just outright dies instead, like so:

 

 

Am I missing something? If someone's able to help out with this, that'd be awesome.  ^_^

Smoo likes this
  • 1 month later...
Posted

Actually, if I recall correctly, in base JA SP, it does not fade to black when you kill an NPC boss for this reason. Instead, when their health is gone, it instantly cuts to black, and fades the cutscene in.

 

In MP, I'm pretty sure SET_UNDYING does not work.

MagSul likes this
Posted

 

The NPC in question has the below settings:
 
//(BHVD)


affect ( "master_enemy", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "player" );
set ( /*@SET_TYPES*/ "SET_ENEMY", "player" );
set ( /*@SET_TYPES*/ "SET_NO_COMBAT_TALK", "true" );
set ( /*@SET_TYPES*/ "SET_NO_ALERT_TALK", "true" );
set ( /*@SET_TYPES*/ "SET_LOOK_FOR_ENEMIES", "true" );
set ( /*@SET_TYPES*/ "SET_IGNOREPAIN", /*@BOOL_TYPES*/ "true" );
set ( /*@SET_TYPES*/ "SET_UNDYING", "true" );
}
This seems to be no problem for the two other sparring partners in the level, but for some reason this one thinks it's special and just outright dies instead, like so:

 

https://www.youtube.com/watch?v=iJsX0KI5yCE

 

Am I missing something? If someone's able to help out with this, that'd be awesome.  ^_^

 

Stupid question but - This script is loaded when? It means to affect on the master_enemy. If Script is turned on when npc is not loaded yet - it wont affect the npc. You need npc to load with npc_targetname (YOU NEED to add npc_targetname not targetname._

 

I suggest to make npc entity in gtkradiant like this

 

- make npc jedi_master

- add spawnflag  spawnscript <yourfolderscripts>/master_jedi_scr

-you change this file and remove the affect. Just leave alone these lines 

 

//(BHVD)

 

set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "player" );

set ( /*@SET_TYPES*/ "SET_ENEMY", "player" );

set ( /*@SET_TYPES*/ "SET_NO_COMBAT_TALK", "true" );

set ( /*@SET_TYPES*/ "SET_NO_ALERT_TALK", "true" );

set ( /*@SET_TYPES*/ "SET_LOOK_FOR_ENEMIES", "true" );

set ( /*@SET_TYPES*/ "SET_IGNOREPAIN", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_UNDYING", "true" );

 

-make the master_jedi_scr script file and add it in your pk3.

 

Load the map. Spawnscript in the spawnflag simply applies the script on the entity that is using it when spawning. It will work on something else if you add the affect. You dont need to put affect in this case - because from what i understand you want it to work when he spawns right? Like i said - scripts with affect works in cutscenese for example because it affects existing entity that were already spawned. I think this script activates when jedi_master is not around. 

 

Hope it all makes sense what i typed.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...