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IrocJeff

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Everything posted by IrocJeff

  1. Don't overlook the the whole "surprise" thing. Just cause they are clones (not great batches by this time) doesn't mean they can instantly recognize a situation and act on it. You sit guarding a cell no one goes into all day, day in day out. Someone drops in you aren't just going to open fire. I grew up with the original trilogy and even when I was little you could tell the Stormtroopers were a bit off. When they captured the blockade runner and boarded they couldn't aim then, and that was the start of the movie! To be honest, neither could the Rebels, really. If the Rebels were good shots they'd never let them out that blown up door.
  2. I just pulled the sound files out and listened to them. The quality is really great and I have no issues there at all. I guess to me the voice needs to be a bit more sinister or darker sounding. Not much, but, just a tad more evil in it.
  3. http://web.archive.org/web/20070531152314/http://www.geocities.com/kengomaps/tutorials.html Its pretty much just the basics of setting one up and camera movement and whatnot but these are 3 really great tutorials that are easy to understand. Then, take a look at some scripts in JO or JA under "cinematics" which is where the cutscenes will be. You'll start seeing how things are broken up. I'll give you a real life example from my "Test Chamber" scene in my project. The colored text is just me pointing things out in this example.... *Edit.. The colored text didn't show up and underlining text didn't work, so, i'm just going to post an un-edited one below this. Below I have 2 storm troopers in a room. To get them to be affected by the script I made, they need there own names. Otherwise, nothing will happen to them at all. In the entity window you give each NPC, in our case, 2 storm troopers, an NPC_targetname. Key: NPC_Targetname Value: trooper1 Key: NPC_Targetname Value: trooper2 Now, I wanted these troopers to stand not in attack position but casual. There are animations in BehaveED you pick. I chose my animations as seen below and each will hold that pose all the time (-1). If I used 5000 it would be 5 seconds. 10000 would be 10 seconds. It measures in miliseconds so that is why you need all the zeros. affect ( "trooper1", $FLUSH$ ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND4" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); } affect ( "trooper2", $FLUSH$ ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); } Now, my cutscene officially starts here. When you trigger the scene the camera gets enabled and is set up on the two troopers. They still hold their animation pose from earlier, however, now they have a short conversation. With stormtroopers, or droids for that matter, you do not have moving mouths to worry about so you can be pretty lazy w/ there conversations. In this script only 1 trooper is assigned all 3 sound files. Again, no need for mouth movement or anything. camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "trooper1", $FLUSH$ ) { Each task below corresponds to the playing of a sound file. task ( "Blaster Rifle" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st2/misc/31st2014.mp3" ); } task ( "Works Fine" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st3/misc/31st3030.mp3" ); } task ( "Blaster Carb" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st2/misc/31st2015.mp3" ); } These 3 tasks are then run with a 1 second wait time between them. dowait ( "Blaster Rifle" ); wait ( 1000.000 ); dowait ( "Works Fine" ); wait ( 1000.000 ); dowait ( "Blaster Carb" ); } wait ( 11000.000 ); This whole process takes 11 seconds, as seen by the wait time, and then we go to camera position 2 and another event happens. This is similar to what was done above. Now, we see another camera aimed not at the troppers but at a speaker while the sound file plays. rem ( "Part 2 Camera Aims towards Speakers" ); rem ( "Music plays in the background" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); task ( "Sound1" ) { sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/labs/synth1.mp3" ); } dowait ( "Sound1" ); wait ( 13000.000 ); Again, looks really familiar to what we did above. Here, we are now at a different camera angle in which we see a wider shot of the troopers and they start walking to a specific point. rem ( "Part 3" ); rem ( "Stormtroopers move to their shooting positions" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); rem ( "Move trooper 1 into position" ); affect ( "trooper1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" ); To have them walk, the animation needs to be set set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_WALKSPEED", 50 ); this is the speed in which the npc will move. set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 10 ); This is how long the walking animation animated until it stops task ( "go1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav1" ); } Both of these tasks tell the NPC where to go in the room. In Radiant, these a Nav_Goals with targetnames of t1nav1 and t1nav2. It is the same for each trooper, but with different Nav_Goal names. task ( "go2" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav2" ); } dowait ( "go1" ); dowait ( "go2" ); } affect ( "trooper2", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_WALKSPEED", 58 ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 10 ); task ( "go1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav1" ); } task ( "go2" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav2" ); } dowait ( "go1" ); dowait ( "go2" ); } There are MANY more steps after this that I wrote but its enough for an example. Here is the unedited one for you.. affect ( "trooper1", $FLUSH$ ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND4" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); } affect ( "trooper2", $FLUSH$ ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); } camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "trooper1", $FLUSH$ ) { task ( "Blaster Rifle" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st2/misc/31st2014.mp3" ); } task ( "Works Fine" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st3/misc/31st3030.mp3" ); } task ( "Blaster Carb" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st2/misc/31st2015.mp3" ); } dowait ( "Blaster Rifle" ); wait ( 1000.000 ); dowait ( "Works Fine" ); wait ( 1000.000 ); dowait ( "Blaster Carb" ); } wait ( 11000.000 ); rem ( "Part 2 Camera Aims towards Speakers" ); rem ( "Music plays in the background" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); task ( "Sound1" ) { sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/labs/synth1.mp3" ); } dowait ( "Sound1" ); wait ( 13000.000 ); rem ( "Part 3" ); rem ( "Stormtroopers move to their shooting positions" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); rem ( "Move trooper 1 into position" ); affect ( "trooper1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_WALKSPEED", 50 ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 10 ); task ( "go1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav1" ); } task ( "go2" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav2" ); } dowait ( "go1" ); dowait ( "go2" ); } affect ( "trooper2", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_WALKSPEED", 58 ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 10 ); task ( "go1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav1" ); } task ( "go2" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav2" ); } dowait ( "go1" ); dowait ( "go2" ); }
  4. They are already included under "project maps" or "original maps" or something. I forgot what I named them. If you have any specific questions about anything just send me a message here or e-mail me.
  5. Not really, no. I went through Behaved a bazillion times and read all the commands for {E "set_types", <str>} which is what you'll choose for most of this. There are some decent descriptions there but you have to really go through all of them and see what is relevant to the NPC directly. Below is one of many similar scripts from my project. Do put the Default Behavior state in which i forgot to mention in the above posting example a few replies back. This script is an ambush script were a stormtrooper would run around a corner to intercept the player. I had a ton of these scripts in my project with different aim, aggression, ect. I also never used the waypoint system cause I never got it to work properly which is why I have the nav_goals set up. In the map, I'd just put combat_points all over the place. Worked out well. //Generated by BehavEd set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" ); set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_AIM", 5 ); set ( /*@SET_TYPES*/ "SET_AGGRESSION", 5 ); set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_LOOK_FOR_ENEMIES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_CHASE_ENEMIES", /*@BOOL_TYPES*/ "true" ); task ( "go1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "pointa" ); } task ( "go2" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "pointb" ); } dowait ( "go1" ); dowait ( "go2" ); Here is one of a stationary stormtrooper crouched next to a crate or doorway or wherever. This one has the "set_no_combat_talk" set to false so this guy won't say " Hey, a Rebel" or "I should get a commendation for this" when he kills you. Also, he can see you at 2048 grid units away. Setting him not to flee means he'll stay put. //Generated by BehavEd set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" ); set ( /*@SET_TYPES*/ "SET_NO_COMBAT_TALK", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_VISRANGE", 2048.000 ); set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_CHASE_ENEMIES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_CROUCHED", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_DONT_FLEE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_AIM", 5 ); set ( /*@SET_TYPES*/ "SET_AGGRESSION", 5 );
  6. //Generated by BehavEd set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_BLASTER" ); set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_SHOT_SPACING", 1500 ); Here is a simple script you can use for any NPC. You can select their weapon, if you want them to use alt fire or not (set to true or false) and the shot spacing. That is as complicated as this is. You just muck about with the variables, like shot spacing. You can also set Aim, Aggression, vis range, hearing range, and more by adding them to the script. Then, give the NPC a spawnscript and a value (your script name) Key: Spawnscript Value: Script folder name/fire_rate_1500 ( name of folder script is in & script name) That's it. Its much easier to script stuff plus you get the added benefit of being able to do much more with that specific NPC. If you want, for example, your stormtrooper to shoot faster but crouch, you'll have to script the crouching anyhow.
  7. You have to do it through the command Set_Shot_Spacing in BehavED and play around w/ the timing.
  8. That's neat that it works. Maybe we can get more JKA people to playtest it further with this one change. There is no animation for the ladders, but, this is designed for first person perspective so its a non issue in my opinion. The problem I didn't foresee was needing to cheat since ladders aren't enbabled in JKA. Surfaceparam ladder is what needs to work in JKA, somehow. I'm guessing the ladders can be replaced w/ elevators for the JKA version if need be.
  9. Had someone e-mail me this problem today. They get to a certain point in my first map which I think is a trigger for 2 Rodians to spawn w/ blaster pistols instead of E-11's or Disruptor's, and the game crashes giving them the error "Unable to find item for weapon -1". No one who tested it or played it had this error. Anyone have any ideas?
  10. Long one and doesn't pick up steam until 6.5 minutes it but i always enjoy these longer ones. https://www.youtube.com/watch?v=LY5WEJ-tiC8
  11. Lets keep it Python there, thread hijacker... lol I think it was taken down but their last performance from last summer was on Youtube. I just watched it over the weekend and it was awesome, even though they are 40 years older and it shows. You can see snippets of it still there but I got to see it all..
  12. See, what I was doing was putting in the "share" address for the longest time and it looks like that changed... at least that is what @Cerez said and it works now... If you were a bit more specific with enter it in the text window and don't assign a link to it I would have understood earlier.. Anyway, It works now.
  13. http://naldzgraphics.net/textures/free-high-resolution-rock-textures/ Check this place out. I don't think they are seamless which you or someone else will have to make ( depending on your design) but they are pretty cool and most go above 1024x1024.
  14. I think you need to post the address of the video taken from the address bar of the browser and not the "share" link. I ran into this issue recently as well. Just cut and past direct to the reply window https://www.youtube.com/watch?v=w77YfeGePOg
  15. I agree. This calls for a power ballad!! https://www.youtube.com/watch?v=LmjNc3-n2os
  16. OHHHHH, alright... So we don't use the "share" thingy on youtube then, huh.... Well, NOW someone tells me ...
  17. [youtube]youtu.be/ienp4J3pW7U[/youtube] https://youtu.be/ienp4J3pW7U https://youtu.be/ienp4J3pW7U Still don't work.. There are 3 tries using your method, a direct link, and special BB code/Media....
  18. Yeah, for an overall production Life of Brian is probably the best. The Meaning of Life had its moments but was a bit sketchy for a movie. Holy Grail is still a movie that for first 3-4 times I watched it I had chest cramps from laughing so hard. This is also another favorite...Hitler in England is also hilarious [media]https://youtu.be/ienp4J3pW7U[/media] *See, I can't post videos anymore...I had to put it into a link.
  19. Sometimes I've noticed that in posting a You Tube video or something that the Special BB code only posts a text link to the file and other times it posts the media itself. Any ideas on why this is?
  20. I was just kidding..and welcome aboard! This project of mine would NEVER have been completed without being a member here. People here try and help and that makes it a great place for JO and JA modding.
  21. I just replied to your comment over there on ModDB and now I see you just signed up and posted here. i hope you aren't a stalker. lol.
  22. Thank you sir. I'm still going to hang around here. I'll be like that one guy on here that complains the Jedi are taking Ovah!.. lol
  23. Well, Ice Station Wampa was a cross between the movie title Ice Station Zebra w/ Wampa replacing Zebra. It was SUPPOSED to be in a snowy world but I couldn't get the z-fighting to stop on my snowbanks on landing pads or walkways, so, things had to change. Also, Ice is a slang for meth, which, was originally what they were producing instead of tainted beer. So, A Plot is Brewing in the Outer Rim is a better title. The plot that is brewing is obvious for those that played it, and, brewing has a double meaning because of the beer and conceiving a plot. I ran into many issues with MAX Shaders in regards to some of my maps. If I put one more NPC in I'd run into the error in some cases. That is why some areas were a bit empty NPC wise. However, I prefer this in games, like in Half Life, where you are not bombarded every turn and you have a chance to look about. Linear was by design as well. I remember back when maps were called levels and there were level editiors. I guess that is why I chose what I did to name them. And to add what Ramikad said, you put a cushion brush at the bottom of the ladders as well. Basically, the game thinks you are falling which is why hear the grunt sometimes. So, that cushion brush basically stops you from getting hurt.
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