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Everything posted by IrocJeff
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So, how did he use the Bryar Pistol Weapon to get the ammo down?
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I really have no idea where this topic could go so bear with me. Is it possible through BehavED to change the ammo count for starting a level from the default 300 to something lower? I know there is a count field in the items.dat for weapons and BehavEd has a set_count feature. I've tried a script to change the Bryar Pistols count to 25 using the set_count choice but nothing happens. I still pick up a pistol with 300 ammo. Any ideas?
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If I do this then it'll just sit there and fire under I get close enough then it will run to the point_combat. If I don't put in a point_combat it'll just sit there and fire until I move far enough away or i kill it. Now, in some cases I have spawned an NPC and used a point_Combat in my map and it works for that situation, but, I do need to implement this follow waypoint method, somehow.
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Do you mean like "investigate" or "flee" types of point_combat? I'm mapping for Jedi Outcast so are there different ones from Jedi Academy? Basically, I'm trying to interpret this from the tutorial To set up this system, add a point_combat entity where you want the enemy to stand when he's done fighting. Then make a series of waypoints for the NPC to follow to get to its point combat. Then target the NPC at its closest waypoint. Target that waypointat the next closest waypoint, and so on, down the line, until you get to the point_combat. According to this, I am TO target the NPC the first waypoint, then the second, and so on until I get to the combat point. Now, do I stop at the Point_Combat and not link it? Do I link it? Either way it doesn't work. Thus, when you play in the game, the Stormtroopers will just look around until they see you, at which point they will run along theirwaypoints until they reach their point_combat - at which point they will stand there until you kill them. And when I do this my Stormtrooper will ignore any waypoint and just run to the Point_Combat. All i'm using for the waypoint is the yellow waypoint entity. I assume thats the right one..
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I think it has to do with the SET_BEHAVIOR to WANDER. I tried what was mentioned but it didn't work. I also switched the BEHAVIOR to SEARCH. My npc will walk from the spawnpoint to the first waypoint but then stops. Now, If he sees me before he gets there, then he'll run to the combat points. But, once he gets to the waypoint, thats it. He just sits there. I think I have to use nav goals instead of WANDER for the NPC's to fire at me on their own.
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I think I can set this stuff in BehavED from what I glanced over in the manual. Now, where would I add those script lines to? Would I put it in my Wander script or would I put it in the Alert Script?
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flush ( );set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" );set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "true" );set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" );
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I've followed a tutorial and managed to get my NPC to wander. When you fire at him he runs to the nearest combat point and returns fire along the way. But, when you don't fire at him, you have to be right up next to it or it will ignore you. Is there anything in Behaved I can add to the script to make the NPC see me earlier? Here is the script. //Generated by BehavEd set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_WANDER" );set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "false" );set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );set ( /*@SET_TYPES*/ "SET_ANGERSCRIPT", "icestationwampa/alert1" ); here is my alert script flush ( );set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" );set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "true" );set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" );
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When I followed Rich Diesal's tutorial on NPC routing I'm running into an issue getting the NPC to follow the waypoints to the combat point. I made an L shaped path for the NPC to run along but when it does move it runs straight to the combat point. The way the tutorial reads it seems the NPC should follow the path to the combat_point. I have the NPC linked to the first waypoint. Then, waypoint to waypoint are linked. Finally, the combat_point is linked.
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Hurray! That is a pretty good overview. Thanks for writing it. Are there any # limits to adding NPC's to the game? Like there are only so many slots for this NPC or that one?
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Hey, thanks for the help!! I've been trying a bit here and there for two days trying get this to work!
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Well, I really don't know how to do this. I'm probably going with Asgarath's method, but, can you link a tutorial or something? It may be beneficial in the future. I'd love to add some different types of Rodians if at all possible. Maybe different skins and stuff.
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I would like some of my Rodians to use a blaster pistol instead of the e-11 or disuptor. Now, the only tutorials I can find is the one on here and whatever is in the Icarus Manual so bear with me here. Using part of the Gingerbread tutorial for Desann and the manual I was able to come up with this. rem ( "Rodian Pistol" ); affect ( "rodian", /*@AFFECT_TYPE*/ FLUSH ){set ( /*@SET_TYPES*/ "SET_WEAPON", /*@@weaponx_NAMES*/ "WP_BLASTER_PISTOL" );} I have my Rodian set to "NPC_targetname" with a value of "rodian"My scriptrunner is set to "usescript" with a value of "icestationwampa/script1" which is the folder/file in my scripts folder.My trigger is linked to the scriptrunner and the trigger is also linked to the npc_rodian. My script is triggered in the test map and do not get any errors but my Rodian still spawns with a Tenloss Disruptor.
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I had a smaller light entity above the main one just to make it a bit brighter. I took that second light out. That's a really interesting process. I'm on your steps 7 now. I'm having quite a bit of problems with getting my script to work in game so I'm heading over to the scripting forum and hopefully I'll figure it out.
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Progress Update All architecture is now done. Barring my issues this past 2 weeks I think my level turned out for the best. I also just finished up around 30 nit-picky things as well today. I am now moving into NPC addition. So, if anyone can point me to any good tutorials outside of the Rich Diesel ones I'd appreciate it.
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Didn't know this. Thanks.
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Followed a tutorial on how to lock and door and use a security key to open it. Works fine. The issue is that the misc_security_panel causes a leak but I get no red line going anywhere. This happens when I put the model in the wall so its flush, in a wall brush thicker than the model's box so it doesn't touch the void, or, just suspending in the air 30 some units from the door. Now, when that entity is taken out the map doesn't leak. When it is in, a leak is found. This doesn't affect anything in the game but I'm just wondering if this is a bug with this entity. Besides using this entity, is there any other way to make a lockable door with a security key ?
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Did you put the light entity right in front of the light you made? Did you select the light first, the the info-null, then connect them together?
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Thanks.. I forgot about that little storage area.... I looked at the Model and I saw the tick boxes and stuff so it wasn't the version of Radiant I was using. It turns out that I was right clicking on the map and then selecting misc/model/ then choosing the directory of the model itself, like from the Kejim map objects directory. I never bothered to look at what appears when you right click, choose misc model and then one from the listing right there. I don't understand why it would be any different. However, it is. So, that problem is solved... hurray!
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I definitely have SP mapping enabled, but, none of this worked. Do you know where exactly these gunracks are in the Kejim Map by chance? I went through it since that is where the models are listed and I can't find any.
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I did find those keys mentioned by Polarity located in the sound.text file located in Base/Sound/sound.text for Jedi Outcast. This is a listing of all the "soundset" sounds. If you look at some of them, they do have a RADIUS key and a value in the text file. Would it be possible to modify this file to make range and volume changes?
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I searched on Google and found the some info which mentioned those keys you posted about. Nothing worked when I tested them. I'm guessing for Jedi Outcast they don't work.
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I don't have any spawnflags on my entity, that seems to be the problem. I have nothing to check nor do I have anything in the text portion of the entity window. Do you know the spawnflags offhand so I can do them manually?
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Trying to add some sounds near computers, the generator room, ect... I'm doing ok with that when I can get them to work. The problem is with range of sound. I'm hearing the sounds outside of the room they are in. Are there any methods to make the range smaller or the volume less further away?
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My project is set for SP mapping and my gun rack works great as it just hangs on the wall. The problem is trying to get blasters or something to orient themselves upwards so I can put them on the rack. On to your space comment. I think this may be pretty accurate. It seems that the top of the bounding box of what I add to the map needs to be in open space. Nothing I put on the shelf works because the bounding box is cut by the next shelf. I CAN put stuff in the open crate and have the sides touching or going through and things spawn ok. ODD.