Jump to content

MoonDog

Members
  • Posts

    568
  • Joined

  • Last visited

Everything posted by MoonDog

  1. No one is talking to you. @ I updated my original post due to errors I accidentally placed in the script.
  2. I must ask though, why are you set on scripted doors? You could accomplish this easier with regular old entities.
  3. I usually use a single script for this, and just setup parameters on my entities. That way I can have like 292929292 doors, but only one script to work all of them. //Generated by BehavEd rem ( "First block checks is door down" ); if ( $get( FLOAT, "SET_PARM1")$, $=$, $0$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "1" ); rem ( "If it is, set to up" ); set ( /*@SET_TYPES*/ "SET_INACTIVE", "true" ); rem ( "Turn off the trigger" ); affect ( $get( STRING, "SET_PARM3")$, /*@AFFECT_TYPE*/ FLUSH ) { rem ( "script_targetname of door" ); move ( $get( VECTOR, "SET_PARM1")$, $get( VECTOR, "SET_PARM2")$, $get( FLOAT, "SET_PARM3")$ ); rem ( "Vectors set on parms on door" ); wait ( $get( FLOAT, "SET_PARM6")$ ); rem ( "parm6 is the wait time, set on the func_static" ); affect ( $get( STRING, "SET_PARM7")$, /*@AFFECT_TYPE*/ FLUSH ) { rem ( "String parm7 is the script_targetname of trigger" ); set ( /*@SET_TYPES*/ "SET_INACTIVE", "false" ); } } } else ( ) { set ( /*@SET_TYPES*/ "SET_PARM1", "0" ); set ( /*@SET_TYPES*/ "SET_INACTIVE", "true" ); affect ( $get( STRING, "SET_PARM3")$, /*@AFFECT_TYPE*/ FLUSH ) { move ( $get( VECTOR, "SET_PARM4")$, $get( VECTOR, "SET_PARM5")$, $get( FLOAT, "SET_PARM3")$ ); wait ( $get( FLOAT, "SET_PARM6")$ ); affect ( $get( STRING, "SET_PARM7")$, /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INACTIVE", "false" ); } } } It's been a while since I used this, let me see if I remember what's going on. parm1 is the status of the door. 0 being down and 1 being up. This parm is set on the trigger_multiple initially as the key "parm1" value "0". The trigger_multiple is also given the key "usescript" and the value of this script's name and file path. At this point the script sets the trigger as inactive before continuing. This is mostly to help prevent player error. Now, the script looks at key: parm3 on your trigger. This is a string that tells it the name of the func_static you wish to move. (The script_targetname on the entity you are going to be moving.) Example: Key: parm3 Value: myCuteDoor1 Now, we are running a block of commands on myCuteDoor and thus can now fill out the parms on your cutedoor func_static entity. Parms 1 and 2 on the func_static are vectors. 1 being an origin, 2 being an angle. Parms 4 and 5 are the same. 4 being an origin, 5 being a set of angles. (This is optional. For me it's easier to do just one script to effect multiple doors. If you'd rather manually specify tags in the script, you may do so yourself.) Parm3 is a float that specifies the time it takes for the door to move. Set this to whatever you want. It's shared by both the move up and move down blocks of command. Parm6 is also set on the func static door. This is the time you wish to wait before reactivating the trigger that we initially turned off. And finally, parm7 is a string signifying the script_targetname of the trigger_multiple that was deactivated in the beginning. This parm is also set on your func_static door. This means we are running another block of commands on the trigger_multiple. This time, the only command is to make the trigger_multiple usable by setting inactive to false. There you have it! After all of that, parm1 on the trigger_multiple is no longer 0. It is now 1 and the door is up. That means the next time the trigger_multiple runs the script it will run the else block, which should have values that indicate the doors down origin.
  4. Shhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh. I think you lost the beat.
  5. You know you can rightclick the LucasArts folder, go to properties, and unclick the Read-only box right?
  6. Why? You don't like syntax highlighting and function collapsing?
  7. I think those had something to do with Star Trek: Voyager - Elite Force
  8. Do you have a combat mock up available for testing yet? Do that ASAP. Send it to me.
  9. I like it, looks very much more like Tatooine. I just have an issue with some of the play space being a tad dark for combat. That's about it though. I like the obviously modeled buildings. Nice touch, organic flowing shapes.
  10. You don't need the internet. Pick apart the scripts that came in the pk3s, look through the entity list that comes with gtkradiant in base/scripts. Look at sample maps. Extract ents from other maps. My point is you'll be a lot better at it once you figure things out for yourself.
  11. MUG's videos most likely. He forces the whole 1.3.12 thing.
  12. It took my roughly 2 weeks, working a couple hours every other day to learn to do all that and more.
  13. It looks exactly like the shader remaps that Sword did on his FFA3 entity mod years before either of you touched an entity...
  14. That's all pretty basic stuff. I'd say dig into stock scripts and scripts from other maps and learn how to do it yourself. Look into all the entities as well, and how they can be chained. I could tell you how to do all of that, but you REALLY should learn it on your own. You'd be a stronger modder.
  15. Only if Mark Hamill does his joker voice may he return.
  16. Fuck. Now I have to watch the Wrath of Kahn.
  17. I never said you should make Icarus scripts in notepad. The drag and drop model may be a "lifesaver" but Icarus is an extremely weak scripting language.
  18. MoonDog

    Anarmar

    I like it. Seems better put together than the other ones. I'd have to test it myself to give you more detailed feedback and criticism. Good work!
×
×
  • Create New...