Angelus Posted May 12, 2013 Share Posted May 12, 2013 Hi, I do not know if i am posting this is in the right section, but i will give detail's here on i need some help.Basically i am doing a JKJA map, on GTKRadiant 1.4 and 1.5 (using both because either one does not like certain commads I dont know why).But anyway, I am just curious if there is away to make a Secruity camera in jkja? like in jk2 where you could look at a screen and see other players in different room. I have tried searching google and tried different tutorials out there. but none of them tend to work for me.Would be great if someone could get back to me.Once again sorry to Post this in wrong section?~Angelus~ Link to comment
minilogoguy18 Posted May 12, 2013 Share Posted May 12, 2013 Yeah, there's a modding assistance forum, this would go there, a moderator may move it. I'm no mapper but it should be doable, the 2 games are nearly identical in terms of the core engine. Link to comment
Angelus Posted May 12, 2013 Author Share Posted May 12, 2013 Okay thank you. I just hope someone gets back intouch . it's doing my head in!. Link to comment
eezstreet Posted May 12, 2013 Share Posted May 12, 2013 Are you talking about for MP or SP? If for SP, it's the same setup as in JK2 -> a misc_camera entity, pointed at by a usable object (trigger_multiple with USE_KEY spawnflag set, a func_usable, misc_model_breakable, etc) and pointing at an info_notnull. ChalklYne likes this Link to comment
Angelus Posted May 12, 2013 Author Share Posted May 12, 2013 It is for MP, sorry i forgot to mention that i am new to this mapping too. Link to comment
Solution Szico VII Posted May 12, 2013 Solution Share Posted May 12, 2013 There's no security camera function in MP, but there is a workaround called a camera_portal. http://www.1upclan.info/hosted/bubba-map-tuts/camera1.html ChalklYne likes this Link to comment
Angelus Posted May 12, 2013 Author Share Posted May 12, 2013 Right i followed it step by step, but thing is i have no sfx? Sorry i am complete newbie at this. Link to comment
eezstreet Posted May 12, 2013 Share Posted May 12, 2013 Don't think it's supposed to have sound. Link to comment
Angelus Posted May 12, 2013 Author Share Posted May 12, 2013 then it has failed >.< ok i guess it is not possible then. Link to comment
Szico VII Posted May 12, 2013 Share Posted May 12, 2013 @@Angelus - The SFX folder doesn't exist in JKA (That tutorial is for quake3). Have a look for common/mirror. Or you can use your own mirror shader. It is DEFINITELY possible Ive done it myself several times in several maps.textures/blueice_nightfall/nightfall_camera { qer_editorimage textures/blueice_nightfall/nightfall_cameraportal surfaceparm playerclip surfaceparm nolightmap portal { map textures/blueice_nightfall/nightfall_camera blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA depthWrite alphaGen portal 2048 } }The image referenced is a black .TGA image 16x16pixels. You can download the source files for that map and see how its set up there if you need a practical look at it working in radiant - Its inside a wardrobe in one of the bedrooms. https://jkhub.org/files/file/1315-blueice-nightfall/ Link to comment
Angelus Posted May 16, 2013 Author Share Posted May 16, 2013 ok been bit busy lately. It's all done now . Just need to figure on out how to adjust the camera angle tried and tried keep's being upside down >.<! Thank you for the help guys! Link to comment
Szico VII Posted May 16, 2013 Share Posted May 16, 2013 @@Angelus - Use the key "roll" and a value of 0 (or 180) on your misc_portal_camera. Description: 'roll' - Roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view. Link to comment
Angelus Posted May 20, 2013 Author Share Posted May 20, 2013 thank you , one last question, How do you set vehicles on respawn? once it has been destroyed or taken i would like it to respawn once taken. Link to comment
Szico VII Posted May 20, 2013 Share Posted May 20, 2013 You need to give it: count: -1targetname: npc1npc_target: npc1delay: 60 And then you need a trigger_once or a spawn script (targeting npc1) to spawn the vehicles at the start of the match. Once it is spawned once, it will respawn itself via its npc_target (which targets itself, npc1) The delay is how long before it'll respawn. Link to comment
Angelus Posted July 21, 2013 Author Share Posted July 21, 2013 Sorry for late repost been kind of busy of late, But got it to work thank you so much. Link to comment
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