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Vartex

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Posts posted by Vartex

  1. I've certainly successfully used SET_ORIGIN in singleplayer before... looked like this:

     

    set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "cin1_cam1", ORIGIN)$ );
    Icarus also provides some other ways of setting the origin; I found these:

     

    set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "my_ref_tag", ORIGIN)$ );
    set ( /*@SET_TYPES*/ "SET_TELEPORT_DEST", $tag( "my_ref_tag", ORIGIN)$ );
    set ( /*@SET_TYPES*/ "SET_COPY_ORIGIN", "my_target_position" );
    You could also try using a target_teleport.

     

    Are you doing this in MP or SP? I may be able to put together an example map.

     

    Thank you again. And I am working on MP map. I would really appreciate if you could create an example map for me ^^

     

     

    EDIT: target_teleport seems to be only working option in MP. I managed to get the script working the way I wanted, you don't need to create the example map for me (unless you want to of couse). Thank you a lot for your help, I would be figuring this out for ages if it weren't for you, really appreciate it.

  2. I moved the thread to the right section.

     

    Numerous things:

    • When using an entity, you supply its targetname, not its script_targetname; the latter is for running scripts on entities, but if I remember correctly use takes the targetname.
    • Just an optimization: you can have strings as parms and then get those as the use targets
    • And generally you don't teleport people by using a target position (or at least I never heard of that method); you want to set SET_ORIGIN to the origin of the desired target_position. I can go into more detail later, I don't currently have access to the modding tools.

     

    Thanks for your help, although for some reason I can't seem to manage to teleport the player using SET_ORIGIN. I can work with SET_ANGLE without any problem, but SET_ORIGIN just won't teleport the player. Any idea what's wrong?

    The syntax would be

     

     

    set ( /*@SET_TYPES*/ "SET_ORIGIN", < -584.000 -168.000 80.000 > );

     

     

  3. Hello there JKHub.
     
    I need your help with Icarus scripting. I am trying to teleport a player using mentioned scripting, but so far I am failing at it.
    The idea is that, player spawns inside a trigger_multiple which automatically triggers a target_scriptrunner which executes an Icarus script that teleports player to certain locations based on his SET_PARM1 (that he can manage across the map).
     
     
     
    This is how the trigger_multiple's syntax looks like

    spawntrigg.jpg



    This is how the target_scriprunner's syntax looks like

    teleportsc.jpg



    This is the code of the script itself (implying SET_PARM1 is 0 unless set otherwise)

     

    if ( $get( FLOAT, "SET_PARM1" ) = 0.000000$ )
    {
    	use ( "tele_start" );
    }
    else (  )
    {
    	if ( $get( FLOAT, "SET_PARM1" ) = 1.000000$ )
    	{
    		use ( "tele_1" );
    	}
    	else (  )
    	{
    		use ( "tele_2" );
    	}
    }
    

     

     

     

    The use functions should than teleport player to a target_position that is placed somewhere on the map. It's syntax looks like this.

     

    targetposi.jpg

     

     

     

     

    Any ideas what am I doing wrong? All kinds of help is appreciated


    EDIT: Oops, just realized I posted this into the wrong forum section. Sorry about that. Could you please move it for me if possible?

  4. Our roleplaying community with years of experience is still active and RPs, pretty much every weekend atleast (Sometimes even daily).

    http://www.evorpjka.enjin.com

    Right now we switch between different roleplaying styles (mostly on what we agree we want to RP right now) once in a while. Those styles being

    1. Jedi roleplay
    2. Sith roleplay
    3. Our speciality Tribal Warfare

    Tribal Warfare is set in Star Wars settings way before discovery of the Force and hyperspace. We created our own species called Odacai for it, so we as a community have complete freedom over how do we decide to proceed in them. It's not called Tribal Warfare without a reason, it indeed is a war between four tribes (for now) that fight over unitification of the Odacai people. It is a bit similar to Shogun Total War games if you played any of those, just that you RP one individual, you create upon entering our community.

    Every roleplay scheme is part of serious roleplay a bit like seen in JEDI, but with more open rules and possibilities.

     

    If you require more information PM me here on the Hub, on our website my name there is "Xizz-Qauz" or add me on Xfire "vartex5"

  5. Hmm...download this file http://ulozto.net/x2HkPJMs/ui-shader, it is shader file from my game that has all the user interface related stuff in it and it works perfectly on my side. The site is the most used file sharing site in my country, you do not have to be worried about getting viruses.

    Open op your "assets1.pk3" enter "shaders" and rewrite your ui.shader file with the one I uploaded. If this will not help out, try checking your "menu" folder in the same pk3.

    The "art" folder from there should have these files in it

     

    msxzy18o92kzhnmyii7.jpg

     

    Make sure none of those files is missing

  6. Hmm...I never seen anything like this with JA+. I've heard that JA++ removed a lot of bugs JA+ had and it added some new features, try getting it, it may help.

    Next thing that comes to my mind could be exporting the shader file from your pk3 into "/base/shaders" and/or into "/japlus/shaders" and setting "sv_pure" to 0. This comand will allow the game to load up stuff laying in base(+ every mod folder you're running at the moment) that isn't compressed in pk3

  7. I really like what I'm seeing so far. Although I would be hopping for something a little bit more after so much years of Jedi Knight and so big fan base it had.

     

    Many games with similar past got a kickstarter campaing with old creators trying to redo the games again, atleast. Pity we will not probably live to the day when a new Jedi Knight game will be annoucned, especially now when, as I got it, EA is the only company with rights on creating SW games

  8. Pulled this off the Lucasforums forum 

     

    http://www.lucasforums.com/showthread.php?t=47677      Here is the original posting.

    I found myself similar tutorial, but it was no help with the JKA's mirror1 shader. Is it possible that came with base JKA is broken? And I have to download a new one?

     

     

    Do you have the shader in a PK3? If not, do you have sv_pure set to 0 - the game won't try to load your shader otherwise.

    I had the shader in pk3 when I was making this thread. Although when I tried putting it out from the pk3 and setting sv_pure to 0 it was no help as I got the same result
  9. Hello there JKHub.

     

    I recently ran into a problem when I was working on my map. I tried to create a mirror using "system/mirror1" and "misc_portal_surface" entity placed few grids away from the mirror plane. But when I try to try the map in game, I get a missing texture at the place where I put the mirror.

    I would be really grateful for any kind of help.

     

    This is how the mirror looks in GTK

     

    radiant.png

     

     

    And this is what I get IG

     

    shot20huh.jpg

     

  10. My map will be Coruscant undercity. There I have music added to Worldspawn already, I'll be finishing club soon where would I like to add differnet music then which is being played in the whole map.

    So for example player stands before the club and he can hear music that plays in the whole map. Then he enteres club and music changes to something else

  11. Hello people

    I wanted to try some mapping for JKA, everything went fine until I tried /devmap cmd in game. 1st I thought that it's the problem of my map, but then when I tried using /devmap on base maps(like mp/ffa3) I crash as well.
    I get Starting up screen and then message from Windows that JKA stopped working. Not even reinstalling JKA helped

    Any ideas people? Every help is apriciated

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