undeadslayer Posted February 3 Posted February 3 I'm have an issue with a map object not being grab able. It's supposed to be a mission objective, but it's not working. Any ideas how to fix this?
NAB622 Posted February 3 Posted February 3 I'm assuming you're making a singleplayer map? Can you be more specific about what's going on? What entity is the object/trigger, and what parameters do you have on it?
undeadslayer Posted February 3 Author Posted February 3 @NAB622, Yes it's a single player level. Object shows up in game but player can't collect it. I have it as misc_model_breakable. The options that are checked is, no_smoke, use_model, use_not_break, and no_dmodel. Nothing is attached to it. Is a trigger needed for it?
NAB622 Posted February 3 Posted February 3 Misc_model_breakable is a damage-based entity. The way you have it configured, you need to destroy it to activate it. I do not know how single player entities work exactly, but I believe there is func_usable or func_button, try one of those. I do not know how to make it trigger a level objective, but one of those should at least get you started on the right track.
undeadslayer Posted February 3 Author Posted February 3 @NAB622, That's interesting, I went off of another collectebale that had the exact same parameters, yes that one works. So what make the other object work and not this one?
NAB622 Posted February 4 Posted February 4 I've never worked with single player maps before, so any answer I give is speculation. My first thought is, it is possible there is a script or some other entity triggering the objective. I would have to see the entity configuration, and possibly the map in question, to be able to tell. mrwonko likes this
undeadslayer Posted February 4 Author Posted February 4 @NAB622, Sure I'll give you access to the map files. What's your email address? If you don't want you address public you can send it in a private message.
undeadslayer Posted February 4 Author Posted February 4 @NAB622, I sent the files, thanks for looking at it.
NAB622 Posted February 5 Posted February 5 All right, I got the files. I have the level open, but I need to know which entity I am looking for exactly. Can you provide any screenshots, entity details, or an entity number to guide me to what you're looking at?
undeadslayer Posted February 5 Author Posted February 5 @NAB622, sure I can provide screenshots. Nar Shadda: Go to this section of the map. Secbase: From the start take right and go through this wall. Go around the left side of the cylinder to the stairs and go down them. go down the next stairs though the wall. go around the corner you'll see this wall go through it. The map object that I based the nar shadda map object is this one and it works. Hope this helps. :)
NAB622 Posted February 6 Posted February 6 The misc_model_breakable entity appears to be SP only, and I am used to MP mapping, so I don't actually know much about it. That being said, I did notice a few things. Most importantly, neither of the misc_model_breakable entities is actually firing anything. I don't know exactly what is causing Nar Shadaa to trigger a level objective, but it is definitely not that. In secbase, there is a targetname and a script_targetname on the misc_model_breakable, but both of these are for triggering things on the misc_model_breakable, not for causing some other effect. That said, if you remove the targetname, it should behave normally again. According to the entity definition: Quote MISC_MODEL_BREAKABLE targetname: When used, dies and displays damagemodel (model + "_d1.md3"), if any (if not, removes itself) This implies that the presence of a targetname will disable the player from "Using" the entity in game.
undeadslayer Posted February 6 Author Posted February 6 @NAB622, That's definitely confusing because the deathstar plans object works exactly as is. But the nav card doesn't work at all. The targetname isn't on the nav card one but it is on the deathstar, I believe that is to trigger the line that Kyle says there after reteving the plans. I don't know if that helps or not.
NAB622 Posted February 12 Posted February 12 Sorry, got sidetracked and forgot to respond. It's been ages since I played Jedi Outcast, and I never looked into SP mapping. Someone else would have to chime in on how that stuff works. All I can tell you is that I don't see anything being triggered directly by the misc_model_breakable. I also don't have Radiant set up properly, since I no longer have a workflow for JA, so I'm having a hard time seeing anything. Here's what I see on the misc_model_breakable on the Nar Shadaa map: On Secbase, here's what I see on the trigger_once: And here's the misc_model_breakable: In Secbase, you have it set up such that the trigger_once is firing both the misc_model_breakable and the target_scriptrunner. When you activate the trigger, what happens? Specifically, does the script run? The misc_model_breakable should destroy itself when the trigger is activated, but I don't know anything about that particular entity, since I've never used it before.
undeadslayer Posted February 12 Author Posted February 12 @NAB622, That's ok we all get sidetracked from time to time. So the sec base triggers 3 things in the game. 1.) Kyle's line after picking up the plans. 2.) Objective complete tone and the game marking off the objective and giving the player a new one. 3.) Let's the game know to send the moldy crow to come and pickup the player for next mission.
NAB622 Posted Tuesday at 11:38 AM Posted Tuesday at 11:38 AM I got Radiant set up correctly now, so I can see what's going on a little better. Let me make sure I understand this all correctly: trigger_once | V +--------------------+----------------------+ | | | V V V target_activate target_scriptrunner misc_model_breakable | V trigger_once (To end the level) From what I can see, the misc_model_breakable will not work as configured. The issue is with the spawnflags. Remove the USE_NOT_BREAK flag (Or set spawnflags to 56). The documentation is a bit ambiguous because both firing an entity by targetname, and a player "Using" an entity, are both referred to in the documentation as "Using" the entity. Bearing in mind that "Using" the entity likely refers to the entity being fired by targetname in this instance, here are the relevant bits in the misc_model_breakable documentation, emphasis in red: Quote USE_NOT_BREAK - Using it, doesn't make it break, still can be destroyed by damage "targetname" when used, dies and displays damagemodel (model + "_d1.md3"), if any (if not, removes itself) In your case, both of these options are set. I believe they are canceling each other out, which prevents the misc_model_breakable from working as desired. If anything else is not working, test it in-game with debug messages on (In the console, type developer 2 to turn them on). It should be fairly easy to see what parts are not working from there.
undeadslayer Posted Tuesday at 05:40 PM Author Posted Tuesday at 05:40 PM @NAB622, The deathstar plans work fine. See this video as prof: It's the nav card that doesn't work as map object. Maybe what u have identified as problems is actually what makes this object work?
NAB622 Posted Tuesday at 08:07 PM Posted Tuesday at 08:07 PM I think I got my wires crossed somewhere, let me make sure......narshadaa is your map, and secbase is the sample you are using?
undeadslayer Posted Tuesday at 08:41 PM Author Posted Tuesday at 08:41 PM @NAB622, Yup u got your wires crossed, that's ok happens to me too. Yes the sec base map is the sample and nar shadda map is the one working on.
NAB622 Posted 10 hours ago Posted 10 hours ago My apologies....with that being straightened out, I think I understand what you're asking now. You copied the misc_model_breakable entity into your map, but it doesn't do anything. Your question is how to finish setting it up to clear an objective, yes?
undeadslayer Posted 3 hours ago Author Posted 3 hours ago @NAB622, That's ok, things happen. I put a new misc_model_breakable in and not copied it from the sec base. I'd did however go off of the settings the original team had for the deathstar plans, minus the trigger once. Yes that is exactly my question.
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