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IrocJeff

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Everything posted by IrocJeff

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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 ?
  6. 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?
  7. 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!
  8. 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.
  9. 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?
  10. 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.
  11. 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?
  12. 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?
  13. 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.
  14. I'm glad there are message boards for all this stuff... You learn more here from other people than official manuals.
  15. Well, I meant that I would need to tie the entity to only 1 brush of the elevator and not all of them.
  16. So, I would make what I want and then select everything and make it a Func_door. Then, all I would need to do is edit one of the brushes in the entity window since it would all be grouped together, right? Then, I would set my trigger to any of the brushes I would assume since its all grouped together?
  17. One more elevator related question. If I have multiple brushes making up my elevator, how do I go about linking them all together so they move together?
  18. I had issues with 1.5 and i did not like the texture scroll thing in the window. It was buggy on my system. 1.4 works the best for me and i'm comfortable with it.
  19. The only thing I could think of is that I'm using Jedi Outcast and from the image you showed me you were using Jedi something else.. Maybe their is a slight difference in how the sky is rendered or oriented or whatever.
  20. Yes it does, Jeff.. Thanks for all the help everybody. I'm assuming I'll have more mundane problems to post about in the near future.
  21. Thanks again. So, If I were to add in Spanwflags with a value of 8 then I should be able to use the Toggle feature, correct?
  22. I'm using GTK Radiant 1.4 and don't have anything in the entity window in which do that in. The only box I have to check is "suspended" and I doubt that has my answer.
  23. Thanks for the help. I didn't follow what you did exactly but I did make a func-plat that worked. I then remade it to a func door and got that to work as well. No issues. I used a trigger instead of a button and it worked. Then, I copied and pasted the trigger and it works on both floors of my test map. I'd actually like it toggled manually at each end. I'm using GTK Radiant 1.4. In my entity window I have a TOGGLE command or whatever it is but I'm not sure how to implement it. I have a checkbox for StartOpen, then and X, then a crusher. If you or anyone can help me on this I won't have to redesign my map and can get back on schedule.
  24. I created a "supply shed" so to speak in the trenches of my outdoor level. This is where I'd like the player to pick up a Pistol, some detonators, and some ammo. I'm running into an issue where sometimes the items will not be in the compiled map I run. On my shelf there is a space by the med-boxes for an item and on the bottom shelf there is a space for more items. No matter what I put on that shelf, it will not show up in the game at all. Towards the right of the crosshair is an open crate with the lid leaning against the side of the crate. In here I wanted to put the detonators. However, they won't show up but I can put blaster packs in there and they'll spawn fine. If I put the detonators on the crate right by the crosshair they'll spawn fine. Does anyone have any ideas as to why this is happening? Also, I have the weapons rack model on the wall in another part of this room. I want to put some blasters on it. My problem is that the blasters won't point upwards and they don't seem to show up in the game, either. How does one make this weapons rack work. I couldn't find one in the Kejim map.
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