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IrocJeff

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  1. IrocJeff's post in Bridge (Func_Door) Not Lit was marked as the answer   
    Thanks for the replies.
    I have one idea here while at work. Would the "toggle" function help at all? If it starts open i can trigger it earlier in the map to close, then use the second trigger to extend it again.
  2. IrocJeff's post in Map Lightning was marked as the answer   
    That error you are getting is probably from a brush with too many sides. That pillar you have in this image... https://jkhub.org/albums/C27Sr  Is that made from a brush? 
     
    Also, while building a box around your leak works, its sloppy building. Make sure all the brushes that touch the " void ", IE, the space in which you build, are structural. Remove those boxes and trace the route of the red line and check those brushes. Just highlight the suspect brush. Right click. Then choose structural to those brushes that touch the void. Compile and see if you got it or your leaking in another spot. Repeat until you are done. 
     
    When you build pretend everything you make is under water. If you don't seal each room its going to leak. That is why there is a grid layout. make sure all your corners line up as in the image below. That is sealed. That's all you have to do. You can look at this image from top down or pretend the bottom is the floor and top the ceiling. 
     

  3. IrocJeff's post in Info_Player_Start Check Boxes Missing was marked as the answer   
    It was set to Single Player which was odd. So, I set it to multiplayer and restarted Radiant. Then, set it as SP, restarted Radiant and then its all back to normal. Thanks for the help.
  4. IrocJeff's post in Loadpcx: Couldn't Read Terrain.pcx Error was marked as the answer   
    I figured this out. I just had to delete the key pair in all the brushes that referenced this pcx file. 
  5. IrocJeff's post in Trigger-able Lights was marked as the answer   
    Well, its so freaking simple its silly. Just make a trigger, make it a trigger multiple and set it to use button. Put a wait time in as well. Then, just link that trigger to any light entity and voila, you got a switchable light. It works in Jedi Outcast which is great for me! 
     
    http://en.wikibooks.org/wiki/GtkRadiant/Linking_Entities
     
    Also, if you want the room to be lights to be off, just tag the start off box in the entity window.
  6. IrocJeff's post in Disappearing Stuff Behind Fence Shader was marked as the answer   
  7. IrocJeff's post in Set_Fire_Weapon & Related Q's was marked as the answer   
    Well, I figured out it out. Sort of. I wasn't able to get the Stormtrooper to fire on specific targets or points, but I did manage to do what I really wanted. Mow people down!! Here's the script.
     
     affect ( "trooper1", /*@AFFECT_TYPE*/ FLUSH ){ task ( "attack1" ){set ( /*@SET_TYPES*/ "SET_DYAW", 160.000 );set ( /*@SET_TYPES*/ "SET_YAWSPEED", -10 );set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" );set ( /*@SET_TYPES*/ "SET_FIRE_WEAPON", /*@BOOL_TYPES*/ "true" );}  task ( "attack2" ){set ( /*@SET_TYPES*/ "SET_DYAW", 200.000 );set ( /*@SET_TYPES*/ "SET_YAWSPEED", -10 );set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" );set ( /*@SET_TYPES*/ "SET_FIRE_WEAPON", /*@BOOL_TYPES*/ "true" );}  task ( "stop" ){set ( /*@SET_TYPES*/ "SET_FIRE_WEAPON", /*@BOOL_TYPES*/ "false" );} dowait ( "attack1" );dowait ( "attack2" );dowait ( "stop" );} The DYAW and YAWSPEED are the two important things here. DYAW is the angle inside the entity window of Radiant. Whatever direction you are standing, you adjust the angle from there. In my script, my NPC was at 180. So, the first script went from 180-160 degrees, then the second went from 160-200 degrees. This gave me a 40 degree arc of fire. YAWSPEED is the speed in which the NPC will rotate. The Icarus manual says this is measured in degrees per second, but, it doesn't seem to be. I used "5" , figuring it would be 4 seconds since it was a 20 degree move, but it was to fast. Then, i tried a negative number and it got slower. -10 gave a good, slow arc.      
  8. IrocJeff's post in Scripting Tutorial Help was marked as the answer   
    The one thing that is strange on that tutorial to me is that the connection between the trigger and the scriptrunner is green in the image in the tutorial. That only happens when you connect the scriptrunner to the trigger. When its trigger to scriptrunner, it's a red line. Connect the trigger to the scrptrunner, compile, and see how that works. Some of this stuff is a pain.
     
    The tutorials I have are on NPC scripting and can be found here. Under Resources.
     
    http://www.student.oulu.fi/~lvaarisk/
     
    Here is a link on some player animations which I found a few weeks ago from Lucasforums. Its not a tutorial but it helps a bit.
     
    http://www.lucasforums.com/showthread.php?t=97551
     
    I'm in the same boat you are with the cutscene stuff. If you want to spend the time, go to Lucasforums old site and go page by page and see if you can find stuff. That's how I found out how to do the opening crawl from the movies. If its not written or pasted in the threads, though, the chances of those links being active are really slim.
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