-
Posts
1,114 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by IrocJeff
-
I played on the Battle-Field 1&2 servers for IL-2 for a long time. The learning curve is really high and I'm still a TERRIBLE shot. I guess the angles still get me. Most of the time I flew ground attack since it was a mission based server.
-
This is one of those S-Shaped transition hallways. Decided to try out the rock wall thing here using 3 brushes and manipulating vertices. Turned out pretty well. I raised the floor grating 8 units and lowered the ceiling 16. Gives it some dimension. Also, this is one of the brightest images I think I ever posted so that's good. This is more of an issue I'm finding with the vertices manipulation. Where my crosshair is the seams are perfect. Other area's not so much just around it. Is this something that I have to keep moving and re-testing or will a shader clear this up ?
-
Pretty much done with the first part of map 3, the entrance to the actual Imperial Base part. The tram takes you from the Waste Treatment area to here. I made the walls with a NetRadiant Tut I found on handshaped terrain that actually made sense, and is really easy to do. The dark lava rock texture is brighter in game The tram drops you off in a cavern that is basically this catwalks, the building at the end, and an unreachable part in the next image. The big door under the Imperial logo is an elevator and there will be another door on the right of that shaft. This is just a place that I threw in to give some Stormtroopers a place to shoot at the player when the tram arrives. It also hides some problems I had with manipulating vertices in corners. I just took them out and made a walkway built into the rock. Worked on this for a few hours and am already up to 1000 brushes in 1 room. Fortunately, I've been func_gouping stuff early on and doing some _lightmapscale adjusting on these parts so I don't run into the Max Shader Error as early down the road.
-
Asgarath83 mentioned a JA map that started with 15 ammo. I looked through the menu stuff and could not find anything. I'll have to go through them yet again and see. Its like reading Greek.
-
I had two options. Option 1 was to reduce the starting ammo to say 25-50 and then control the amount of ammo in game. Option 2 was the weapon.dat file since that is how the ammo maximums changed in the Ultimate Weapons Mod. As a test I messed around with those files and took a wild guess at putting it into a pk3 and it worked! I took the blaster ammo down to 200 and depending how big you are with alt-fire. I had to find a way to toughen the game up since most aftermarket levels seemed to benefit the player in terms of health, items, shields, and ammo. I think I have 1 shield and 6 health packs throughout 2 levels. No saber or force powers. Its pretty tough to go through even though I designed it and no where the enemies spawn.
-
Now that most of my issues are solved (except ammo count, although the max ammo is reduced), and waiting on some others to finish up their efforts, I started work on map #3 This is the Imperial section of the base. Its newer, cleaner, and hopefully won't look like Kejim or Cairn. I'm going to make this part of the facility a cross between clean Imperial and that black lava rock texture. You've probably seen this in James Bond movies and stuff. As far as landmarks go I think I'm going to include a cafeteria of some sorts in this one. Billiard tables might be easy to include, some arcade machines as well. I know I have to make the drug production equipment which I have no clue on. Most of my meth lab or drug lab searches on Google don't really fit well into the Star Wars Universe... unless I gut the Millennium Falcon and use it as a mobile lab... HAHAHA I'm more than likely going to have to exagerate the designs from the Breaking Bad lab here into something larger. I have some other secret stuff I can't tell you about that I'm adding as it will ruin the story. If anyone has a suggestion of what they would like to see in an Imperial base post it here.
-
From one point in the video its looks like a P-39 Aircobra that looks remarkably close to IL-2 Sturmovik. Is this a true flight sim like that or is it arcade like?
-
oh that's a good one too!
-
This is pretty good! Smart to have a Jedi bartender as well.. My favorite fan thing was Troops. I always liked that one.
-
This is the only way it worked. I'm not sure why, though. I don't see how a trigger or it set directly would make a difference if the script is the same.
-
There has to be some commands because in Bespin_Undercity there are terminals and they have sound played that only is in front of the terminals themselves. When you leave that area it stops, when you enter it starts.
-
Well, all the "selectable" force powers are now disabled, but since I never tried to jump, guess what force power is still there... That's right.. Jump is still forcified... any ideas?
-
I just tried it out and it works, but, I had to use a trigger and scriptrunner. I couldn't get it to work under the info_player_start. Also, I had to use "kyle" instead of player but it all works now.. Thanks for the help.
-
I had to figure out what you meant by runscript. I figured it was in the console.. It works there but it does not work when i attach it to the info_player_start. In the kejim post map the script has an "affect" tag and is run from a scriptrunner I think. Would I have to go that route?
-
I'm having problems trying to figure this out. I've created a script which sets all force powers to zero but when I spawn I still have force powers. I've looked at the Kejim Post scipt but it has some variables I'm not certain of viewing in DEvaheb. It also looks like the force removal script is part of a larger one. Like what is 56? I set the force power in the script, re-evaluated it and got the numbers 0-4 so I'm assuming that 0 means no force power.
-
If you start with nothing and pick up a weapon it gives you full ammo automatically. The next one you'll pick up then gives the smaller amount.
-
After a hiccup with NPC scripting I'm finally done. I've been playing these battles nearly every compile in my head and its finally nice to actually see NPC's fire back. Its even better with the Ultimate Weapons mod as well. I'm hoping people will download it and use it because its so much better to play with than stock blasters. One thing I don't like is the 500 ammo count. I know its the REAL count for the E-11, but, for a video game its a bit overkill. I've made up a new ammo count PK3 that lowers this amount so you actually have to conserve ammo. I'm also going through and re-arranging my area portals. It's making for a better playable experience and I've been eliminating some of my stutter issues. Adding more detail in places now while I wait for a few folks' contributions to each map. I've got some sound effects and stuff in place near terminals and whatnot. My outdoor world terrain will now have rocks blended in thanks to KhorneSyrup which is pretty neat looking, although your only outside for a short time. Also, I'm making one last plea here if anyone know how to change the amount of ammo you start with at the beginning of a level it will help out.
-
Well it took a while but I just figured this out. While I cannot seem to figure out how to start with lower ammo, I did figure out how to change Max ammo. So, all you need to do here is copy the EXT_DATA folder and remove all the files except Weapons.Dat. Open that up and change the numbers down the bottom where it has maximum ammo counts. Change this to whatever you want and then put this new EXT_DATA folder with the Weapons.Dat folder in a pk.3 and place it in your Base directory.
-
I got the idea when I imported the Geiger Counter mp3 for my radioactive waste pit. I put a wait key in the same length as the file and it didn't keep repeating constantly. It seems that a trigger_hurt acts like a trigger_multiple. i replayed Nar Shaddaa and noticed that at the point where you give the password there is a computer sound being played by the window. It only has a limited range but its a constant range. So, somehow they managed to set it up where the range was limited. I've been messing around with Trigger_Hurt and seeing if I can use that with no damage. No luck. I'm ok with it my way though since its not very noticable. I did, however, learn how to make a Trigger_Heal. You just have to add a negative value to the dmg key and you'll gain health. I had it up to 452 before I just gave up watching it. I just have no idea how you would cap the hit points.
-
Glad you liked it. I found it last June when I stumbled across interviews a radio station did with many of the Band of Brothers cast, which is where the music came from. It was just there among all the cast interviews. Funny how you find this stuff sometimes..
-
I actually figured out a way to get it pretty close to what I originally wanted. Set the sound to a trigger multiple and then add a wait key with the value of the length of sound file, in whole numbers. also, select player only in the check boxes. Then, make the trigger to the size/shape you want and when the player enters the sound will play. It may have a bit more range when you leave the trigger area, but, its not really noticeable with short length sounds.
-
Any of you guys ever see this video before? http://youtu.be/-HvfzXtTJQQ
-
Star Wars Episode VII Discussion
IrocJeff replied to Circa's topic in Star Wars Franchise Discussions
I really enjoyed the Clone Wars series. Not the crap animation one, but the one they recently cancelled. I was sorry to see it go since the ending was a cliffhanger. At any rate, I think the new Star Wars is going to be fine. Kathleen Kennedy said in an interview that she personally watched fan films online that used real sets and props and cgi, as much cgi as fan film cans do, and they are going to make sure that its not overdone. You can't do anything but have faith in that and hope they do, which I think they will. -
Well, I'm using the only tutorial I found online and this is what that guy did with the DOWAIT part. There are also DOWAITS used in the game scripts so I'm just following that. Also, no matter what I do, no NPC's of mine will follow a waypoint network. I've followed Rich Diesal's tutorial on it but my npc just likes to sit there. This is why I used the navgoals. It works fine.
-
Well, thanks for your help. It works consistently now with 2 troopers. Unfortunately, your recommendation of switching to a behavior state of Cinematic didn't really work out. Not sure why. They just ran to the end and stared at me until I shot them, then they fired, even with this new script, below. I switched it back to BS_Default and unchecked the Cinematic tag for the NPC and it all worked. This stuff is beyond confusing. I can't even get Waypoints to work correctly which is odd. Every NPC in each of my two levels is scripted in some way.