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Colt

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    Kamino, Tipoca City
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    Star Wars

    Mapping, Modeling,ICARUS Scripting, Coding.
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  1. I don't know how.. i cant find this code but im sure there is code for that because it happens on any map.. and only on BS_FOLLOW_LEADER
  2. The crash happens when NPC's are close to player or just block self and they cant read waypoint
  3. Hello. I am working on JASource and i want to change NPC's. limits I have created better render for npc (when many npcs are on the map ghoul2 models defroms) but it's not the problem.. the problem is NPC limit i think. On my scripted mission there is many many npc around the map, all npcs have been scripted to BS_FOLLOW_LEADER(Enemy will not stay anymore and always try to reach player) and there problems starts. If many npc's are close to player (i think 25 npcs or if npc's touch other npc and they block) the game just crashes..so here is my question how can i change this FOLLOW_LEADER limits because when npc's are with BS_DEFAULT game won't crashes and can be more npcs. i've tryed to change NPC memory( MAX_NPC_DATA_SIZE), but there is no result. I'll be very Grateful for helping me.
  4. Thats not good, but thank you for trying to help
  5. Well im not understand correctly what you mean about .vwp loading code but i found some structures are read from .vwp vehField_t vehWeaponFields[NUM_VWEAP_PARMS] = { {"name", VWFOFS(name), VF_LSTRING}, //unique name of the vehicle {"projectile", VWFOFS(bIsProjectile), VF_BOOL}, //traceline or entity? {"hasGravity", VWFOFS(bHasGravity), VF_BOOL}, //if a projectile, drops {"ionWeapon", VWFOFS(bIonWeapon), VF_BOOL}, //disables ship shields and sends them out of control {"saberBlockable", VWFOFS(bSaberBlockable), VF_BOOL}, //lightsabers can deflect this projectile {"muzzleFX", VWFOFS(iMuzzleFX), VF_EFFECT_CLIENT}, //index of Muzzle Effect {"model", VWFOFS(iModel), VF_MODEL_CLIENT}, //handle to the model used by this projectile {"shotFX", VWFOFS(iShotFX), VF_EFFECT_CLIENT}, //index of Shot Effect {"impactFX", VWFOFS(iImpactFX), VF_EFFECT_CLIENT}, //index of Impact Effect {"g2MarkShader", VWFOFS(iG2MarkShaderHandle), VF_SHADER}, //index of shader to use for G2 marks made on other models when hit by this projectile {"g2MarkSize", VWFOFS(fG2MarkSize), VF_FLOAT}, //size (diameter) of the ghoul2 mark {"loopSound", VWFOFS(iLoopSound), VF_SOUND_CLIENT}, //index of loopSound {"speed", VWFOFS(fSpeed), VF_FLOAT}, //speed of projectile/range of traceline {"homing", VWFOFS(fHoming), VF_FLOAT}, //0.0 = not homing, 0.5 = half vel to targ, half cur vel, 1.0 = all vel to targ {"homingFOV", VWFOFS(fHomingFOV), VF_FLOAT},//missile will lose lock on if DotProduct of missile direction and direction to target ever drops below this (-1 to 1, -1 = never lose target, 0 = lose if ship gets behind missile, 1 = pretty much will lose it's target right away) {"lockOnTime", VWFOFS(iLockOnTime), VF_INT}, //0 = no lock time needed, else # of ms needed to lock on {"damage", VWFOFS(iDamage), VF_INT}, //damage done when traceline or projectile directly hits target {"splashDamage", VWFOFS(iSplashDamage), VF_INT},//damage done to ents in splashRadius of end of traceline or projectile origin on impact {"splashRadius", VWFOFS(fSplashRadius), VF_FLOAT},//radius that ent must be in to take splashDamage (linear fall-off) {"ammoPerShot", VWFOFS(iAmmoPerShot), VF_INT},//how much "ammo" each shot takes {"health", VWFOFS(iHealth), VF_INT}, //if non-zero, projectile can be shot, takes this much damage before being destroyed {"width", VWFOFS(fWidth), VF_FLOAT}, //width of traceline or bounding box of projecile (non-rotating!) {"height", VWFOFS(fHeight), VF_FLOAT}, //height of traceline or bounding box of projecile (non-rotating!) {"lifetime", VWFOFS(iLifeTime), VF_INT}, //removes itself after this amount of time {"explodeOnExpire", VWFOFS(bExplodeOnExpire), VF_BOOL}, //when iLifeTime is up, explodes rather than simply removing itself }; and some weapon stuffs but im not sure it is that // Weapon stuff: {"weap1", VFOFS(weapon[0].ID), VF_WEAPON}, //weapon used when press fire {"weap2", VFOFS(weapon[1].ID), VF_WEAPON},//weapon used when press alt-fire and .vwp load #else // len = gi.FS_ReadFile( va( "ext_data/vehicles/weapons/%s", holdChar), (void **) &buffer ); len = gi.FS_FOpenFile(va( "ext_data/vehicles/weapons/%s", holdChar), &f, FS_READ); #endif this structures are in bg_vehicleLoad.cpp but as i said i dont understand it correctly what you mean vwp load code so i gaved you this what i found about this
  6. case WP_BLASTER: cgs.effects.blasterShotEffect = theFxScheduler.RegisterEffect( "blaster/shot" ); theFxScheduler.RegisterEffect( "blaster/NPCshot" ); // cgs.effects.blasterOverchargeEffect = theFxScheduler.RegisterEffect( "blaster/overcharge" ); cgs.effects.blasterWallImpactEffect = theFxScheduler.RegisterEffect( "blaster/wall_impact" ); cgs.effects.blasterFleshImpactEffect = theFxScheduler.RegisterEffect( "blaster/flesh_impact" ); theFxScheduler.RegisterEffect( "blaster/deflect" ); theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side break;
  7. Okay but i have check this file and how can i add this effect handle for vehicle there is no effects for vehicles there only based for weapons for example case WP_BLASTER so so i dont know how to figure it out for vehicle
  8. So i have add missile->s.eFlags i function and it reads well , no errors and Compiled but in game there is no visible projectile effect and when "invisible" projectile hits player or npc or hits wall the game crashes or maybe i did that in wrong place ; | {//a blaster-laser-like thing missile = CreateMissile( start, dir, vehWeapon->fSpeed, 10000, ent, qfalse ); missile->s.eFlags; // missile->s.weapon = WP_BLASTER; missile->methodOfDeath = MOD_EMPLACED;//MOD_TURBLAST; //count as a heavy weap missile->splashMethodOfDeath = MOD_EMPLACED;//MOD_TURBLAST;// ?SPLASH; // we don't want it to bounce forever missile->bounceCount = 8; }
  9. Well i just...tryed that commands what are you advised and i just cant configure that commands correctly : | always an errors so.. i dunno what is wrong i have added the #includes , voids etc and no result or maybe im just doing wrong...as always and i dont know how to configure it to be read for vehicle for me the only one way is the G_playeffect, others just cannot be because it still errors
  10. Arwww now lot of errors it can't be compiled : (
  11. Already did That and it wont work.It Only read from G_playEffect and the Vehicle code is used right in this file void WP_FireVehicleWeapon( gentity_t *ent, vec3_t start, vec3_t dir, vehWeaponInfo_t *vehWeapon ) { if ( !vehWeapon ) {//invalid vehicle weapon return; } else if ( vehWeapon->bIsProjectile ) {//projectile entity gentity_t *missile; vec3_t mins, maxs; VectorSet( maxs, vehWeapon->fWidth/2.0f,vehWeapon->fWidth/2.0f,vehWeapon->fHeight/2.0f ); VectorScale( maxs, -1, mins ); //make sure our start point isn't on the other side of a wall WP_TraceSetStart( ent, start, mins, maxs ); //QUERY: alt_fire true or not? Does it matter? missile = CreateMissile( start, dir, vehWeapon->fSpeed, 10000, ent, qfalse ); if ( vehWeapon->bHasGravity ) {//TESTME: is this all we need to do? missile->s.pos.trType = TR_GRAVITY; } missile->classname = "vehicle_proj"; missile->damage = vehWeapon->iDamage; missile->splashDamage = vehWeapon->iSplashDamage; missile->splashRadius = vehWeapon->fSplashRadius; // HUGE HORRIBLE HACK if (ent->owner && ent->owner->s.number==0) { missile->damage *= 20.0f; missile->splashDamage *= 20.0f; missile->splashRadius *= 20.0f; } //FIXME: externalize some of these properties? missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->clipmask = MASK_SHOT; //Maybe by checking flags...? if ( vehWeapon->bSaberBlockable ) { missile->clipmask |= CONTENTS_LIGHTSABER; } /* if ( (vehWeapon->iFlags&VWF_KNOCKBACK) ) { missile->dflags &= ~DAMAGE_DEATH_KNOCKBACK; } if ( (vehWeapon->iFlags&VWF_DISTORTION_TRAIL) ) { missile->s.eFlags |= EF_DISTORTION_TRAIL; } if ( (vehWeapon->iFlags&VWF_RADAR) ) { missile->s.eFlags |= EF_RADAROBJECT; } */ missile->s.weapon = WP_BLASTER;//does this really matter? // Make it easier to hit things VectorCopy( mins, missile->mins ); VectorCopy( maxs, missile->maxs ); //some slightly different stuff for things with bboxes if ( vehWeapon->fWidth || vehWeapon->fHeight ) {//we assume it's a rocket-like thing missile->methodOfDeath = MOD_ROCKET; missile->splashMethodOfDeath = MOD_ROCKET;// ?SPLASH; // we don't want it to ever bounce missile->bounceCount = 0; missile->mass = 10; } else {//a blaster-laser-like thing missile->s.weapon = WP_BLASTER;//does this really matter? missile->methodOfDeath = MOD_EMPLACED;//MOD_TURBLAST; //count as a heavy weap missile->splashMethodOfDeath = MOD_EMPLACED;//MOD_TURBLAST;// ?SPLASH; // we don't want it to bounce forever missile->bounceCount = 8; } and for example i changed it from WP_BLASTER to WP_REPEATER and it working. i tryed that structure G_PlayEffect( vehWeapon->iShotFX ) But it cant be read so..this is really strange process for vehicles, much diffrent when adding a projectile for new weap
  12. Hello Everyone. I have started working on Jedi Academy Source, The first thing what i want to Add is the Vehicle projectile generated from vwp files. I think Raven have missed it in SP, 'cause in MP it works Perfectly. In SP all projectiles from vehicles are generated from WP_BLASTER but..i found the affectable Muzzle Flash that is worked and it read from vwp file. So for now there is no ShotFX code and i have build my own Code for that ShotFX : the file is g_weapon.cpp if ( vehWeapon->iMuzzleFX ) { G_PlayEffect( vehWeapon->iMuzzleFX, pVeh->m_Muzzles[i].m_vMuzzlePos, pVeh->m_Muzzles[i].m_vMuzzleDir ); WP_FireVehicleWeapon( ent, start, dir, vehWeapon ); } WP_FireVehicleWeapon( ent, start, dir, vehWeapon ); } This is an original structure for muzzle flash from vwp file My code for ShotFX if ( vehWeapon->iShotFX ) { G_PlayEffect( vehWeapon->iMuzzleFX, pVeh->m_Muzzles[i].m_vMuzzlePos, pVeh->m_Muzzles[i].m_vMuzzleDir ); gentity_t *missile; vec3_t mins, maxs; VectorSet( maxs, vehWeapon->fWidth/2.0f,vehWeapon->fWidth/2.0f,vehWeapon->fHeight/2.0f ); VectorScale( maxs, -1, mins ); } And here the problems starts. I Really don't know what code i need to use for G_PlayEffect, because as you can see its almost the same code that is used for Muzzle Flash only iShotFX is changed to the structure But it works in game ! the Projectile is now read from vwp but.. its only attached for the model. This projectile don't flyin' it have the same function as Muzzle Flash and "default" projectile is still read from WP_BLASTER :| so if anyone knows what code i need to use Please help me with this One. Im Attach the link with screenshots how it looks in game http://www26.zippyshare.com/v/32018668/file.html Thank You in Advance
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