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brushworks

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Everything posted by brushworks

  1. understood the concept from the other post, the hardest part is synchronizing. i did only a test script (1/10 of the complete script), and see what i can do. still, i don't understand very well where i can place 'waits', cause more than two outside the affect blocks breaks it
  2. Isn't waitsignal the same as a task dowait?
  3. How does waitsignal work exactly? (Got a code sample mayb?) Cause the problem is that there are two students and a master so the bouncing is not as easy
  4. Well apparently I can't use two or more waits in the script. If I do it the cinematic never finishes no matter what. I put waits in the affect block and made the only wait(outside of the block) be a second longer than the affect block. Still, I need an explanation for the multiple waits not working
  5. Apparently that wait kills it... Dunno how to do the waiting honestly, unless I can think of something... Probably gonna have to create tasks and include the wait there but I'm not so sure edit: whenever i put a wait the script doesn't go on..
  6. i followed this, but only the first part of the script runs. until the first wait 25000 (in comented the code that doesn't run) //Generated by BehavEd affect ( "saber_master", /*@AFFECT_TYPE*/ FLUSH ) { set ( "SET_PLAYER_TEAM", "TEAM_NEUTRAL" ); set ( "SET_ENEMY_TEAM", "TEAM_NEUTRAL" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_INVINCIBLE", "true" ); } affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH ) { //$"default"@6 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "false" ); set ( "SET_ENEMY", "saber_student2" ); set ( "SET_LOCKED_ENEMY", "true" ); set ( "SET_INVINCIBLE", "true" ); set ( "SET_PLAYER_TEAM", "TEAM_PLAYER" ); set ( "SET_ENEMY_TEAM", "TEAM_ENEMY" ); } affect ( "saber_student2", /*@AFFECT_TYPE*/ FLUSH ) { //$"default"@6 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "false" ); set ( "SET_ENEMY", "saber_student1" ); set ( "SET_LOCKED_ENEMY", "true" ); set ( "SET_INVINCIBLE", "true" ); } wait ( "25000" ); // DOESN'T RUN affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH ) { task ( "go_start" ) { set ( "SET_NAVGOAL", "fight_place1" ); } //$"runOnly"@7 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "true" ); set ( "SET_PLAYER_TEAM", "TEAM_ENEMY" ); set ( "SET_ENEMY_TEAM", "TEAM_PLAYER" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_LOCKED_ENEMY", "false" ); set ( "SET_ENEMY", "NULL" ); wait ( "3000" ); set ( "SET_SABERACTIVE", "false" ); dowait ( "go_start" ); set ( "SET_DYAW", "135" ); }
  7. well i was actually trying this: //Generated by BehavEd camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "startcam", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "startcam", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "fakeplayer", FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND9" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); wait ( 2000 ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walkspawn" ); } wait ( 20000 ); affect ( "fakeplayer", /*@AFFECT_TYPE*/ FLUSH ) { set ( "SET_FORCE_LIGHTNING", "true" ); } task ( "death" ) { kill ( "st1" ); kill ( "st2" ); kill ( "st3" ); kill ( "st4" ); kill ( "st5" ); kill ( "st6" ); kill ( "of1" ); } dowait ( "death" ); wait ( "1500" ); remove ( "fakeplayer" ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); (i'm using an enemy-team npc in the meanwhile to use the lightning) if i don't put wait after dowait, the thing goes fine, stormies die but the lightning is unseen whereas if i put wait the cinematic doesn't end edit: apparently fixed the cinematic
  8. i have been trying it with Npc_player but nothing happens :/ I'll try with other and see edit works with ohter npc, gotta check how to mod npc_player
  9. just to add, i tried with a snowtrooper getting as enemy an imperial (entity) and it was invincible but didn't attack him even when he was right in front of him
  10. i'm trying to make NPCs fight each other (just like in yavin_temple). i saw that in JK2 there were 3-4 scripts for doing it but I think it can be done in one (looping it, of course). this code doesn't include the loop cause it's for testing purposes. if i create a target_scriptrunner and add Usescript : training - none happens. if i add to the npc the spawnflag spawnscript training, then the first block of code seems to do something (it sets the npc to invincible) but none of the rest is executed (or looks like that). it doesn't even target the npc i told to. i used jedi and cultists for the example, all of the same class but nothing :/ is anything wrong with the way i scripted it or do I need to fix something in the map? cc: @@Asgarath83 //Generated by BehavEd rem ( "FIGHT S1 S2" ); affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH ) { //$"default"@6 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "false" ); set ( "SET_ENEMY", "saber_student2" ); set ( "SET_LOCKED_ENEMY", "true" ); set ( "SET_INVINCIBLE", "true" ); } affect ( "saber_student2", /*@AFFECT_TYPE*/ FLUSH ) { //$"default"@6 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "false" ); set ( "SET_ENEMY", "saber_student1" ); set ( "SET_LOCKED_ENEMY", "true" ); set ( "SET_INVINCIBLE", "true" ); } wait ( "25000" ); rem ( "STOP - SIT (S2)" ); rem ( "RESTORE S1" ); affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH ) { task ( "go_start" ) { set ( "SET_NAVGOAL", "fight_place1" ); } //$"runOnly"@5 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "true" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_LOCKED_ENEMY", "false" ); set ( "SET_ENEMY", "NULL" ); wait ( "1000" ); set ( "SET_SABERACTIVE", "false" ); dowait ( "go_start" ); set ( "SET_DYAW", "135" ); } rem ( "SIT S2" ); affect ( "saber_student2", /*@AFFECT_TYPE*/ FLUSH ) { task ( "go_starts2" ) { set ( "SET_NAVGOAL", "fight_place2" ); } task ( "go_sit" ) { set ( "SET_NAVGOAL", "student_start2" ); } task ( "sit2" ) { set ( "SET_ANIM_BOTH", "BOTH_STAND5TOSIT2" ); } //$"runOnly"@5 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "true" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_LOCKED_ENEMY", "false" ); set ( "SET_ENEMY", "NULL" ); wait ( "1000" ); set ( "SET_SABERACTIVE", "false" ); set ( "SET_ANIM_HOLDTIME_BOTH", "0" ); dowait ( "go_starts2" ); dowait ( "go_sit" ); set ( "SET_SABERACTIVE", "false" ); set ( "SET_ANGLES", "0 270 0" ); dowait ( "sit2" ); set ( "SET_ANIM_BOTH", "BOTH_SIT2" ); set ( "SET_ANIM_HOLDTIME_BOTH", "-1" ); } rem ( "WAKE MASTER" ); affect ( "saber_master", /*@AFFECT_TYPE*/ FLUSH ) { //$"runOnly"@5 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" ); task ( "go_start" ) { set ( "SET_NAVGOAL", "fight_place2" ); } task ( "stand5" ) { set ( "SET_ANIM_BOTH", "BOTH_SIT2TOSTAND5" ); } dowait ( "stand5" ); set ( "SET_ANIM_HOLDTIME_BOTH", "0" ); dowait ( "go_start" ); set ( "SET_DYAW", "315" ); } wait ( "12000" ); rem ( "START FIGHT S1 MASTER" ); affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH ) { //$"default"@6 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "false" ); set ( "SET_ENEMY", "saber_master" ); set ( "SET_LOCKED_ENEMY", "true" ); set ( "SET_INVINCIBLE", "true" ); } affect ( "saber_master", /*@AFFECT_TYPE*/ FLUSH ) { //$"default"@6 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "false" ); set ( "SET_ENEMY", "saber_student1" ); set ( "SET_LOCKED_ENEMY", "true" ); set ( "SET_INVINCIBLE", "true" ); } wait ( "25000" ); rem ( "STOP - SIT S1" ); rem ( "RESTORE MASTER (1)" ); affect ( "saber_master", /*@AFFECT_TYPE*/ FLUSH ) { task ( "go_start" ) { set ( "SET_NAVGOAL", "fight_place1" ); } //$"runOnly"@5 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "true" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_LOCKED_ENEMY", "false" ); set ( "SET_ENEMY", "NULL" ); wait ( "1000" ); set ( "SET_SABERACTIVE", "false" ); dowait ( "go_start" ); set ( "SET_DYAW", "135" ); } rem ( "SITS1" ); affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH ) { task ( "go_starts2" ) { set ( "SET_NAVGOAL", "fight_place2" ); } task ( "go_sit" ) { set ( "SET_NAVGOAL", "student_start1" ); } task ( "sit2" ) { set ( "SET_ANIM_BOTH", "BOTH_STAND5TOSIT2" ); } //$"runOnly"@5 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "true" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_LOCKED_ENEMY", "false" ); set ( "SET_ENEMY", "NULL" ); wait ( "1000" ); set ( "SET_SABERACTIVE", "false" ); set ( "SET_ANIM_HOLDTIME_BOTH", "0" ); dowait ( "go_starts2" ); dowait ( "go_sit" ); set ( "SET_SABERACTIVE", "false" ); set ( "SET_ANGLES", "0 270 0" ); dowait ( "sit2" ); set ( "SET_ANIM_BOTH", "BOTH_SIT2" ); set ( "SET_ANIM_HOLDTIME_BOTH", "-1" ); } rem ( "WAKE S2" ); affect ( "saber_student2", /*@AFFECT_TYPE*/ FLUSH ) { //$"runOnly"@5 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" ); task ( "go_start" ) { set ( "SET_NAVGOAL", "fight_place2" ); } task ( "stand5" ) { set ( "SET_ANIM_BOTH", "BOTH_SIT2TOSTAND5" ); } dowait ( "stand5" ); set ( "SET_ANIM_HOLDTIME_BOTH", "0" ); dowait ( "go_start" ); set ( "SET_DYAW", "315" ); } wait ( 12000.000 ); rem ( "START FIGHT S2 MASTER" ); affect ( "saber_master", /*@AFFECT_TYPE*/ FLUSH ) { //$"default"@6 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "false" ); set ( "SET_ENEMY", "saber_student2" ); set ( "SET_LOCKED_ENEMY", "true" ); set ( "SET_INVICIBLE", "true" ); } affect ( "saber_student2", /*@AFFECT_TYPE*/ FLUSH ) { //$"default"@6 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "false" ); set ( "SET_ENEMY", "saber_master" ); set ( "SET_LOCKED_ENEMY", "true" ); set ( "SET_INVINCIBLE", "true" ); } wait ( "25000" ); rem ( "STOP - SIT MASTER" ); rem ( "RESTORE S2" ); affect ( "saber_student2", /*@AFFECT_TYPE*/ FLUSH ) { task ( "go_start" ) { set ( "SET_NAVGOAL", "fight_place2" ); } //$"runOnly"@5 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "true" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_LOCKED_ENEMY", "false" ); set ( "SET_ENEMY", "NULL" ); wait ( "1000" ); set ( "SET_SABERACTIVE", "false" ); dowait ( "go_start" ); set ( "SET_DYAW", "135" ); } rem ( "SIT MASTER" ); affect ( "saber_master", /*@AFFECT_TYPE*/ FLUSH ) { task ( "go_starts2" ) { set ( "SET_NAVGOAL", "fight_place1" ); } task ( "go_sit" ) { set ( "SET_NAVGOAL", "master_start" ); } task ( "sit2" ) { set ( "SET_ANIM_BOTH", "BOTH_STAND5TOSIT2" ); } //$"runOnly"@5 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" ); set ( "SET_IGNOREENEMIES", "true" ); set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" ); set ( "SET_LOCKED_ENEMY", "false" ); set ( "SET_ENEMY", "NULL" ); wait ( "1000" ); set ( "SET_SABERACTIVE", "false" ); set ( "SET_ANIM_HOLDTIME_BOTH", "0" ); dowait ( "go_starts2" ); dowait ( "go_sit" ); set ( "SET_SABERACTIVE", "false" ); set ( "SET_ANGLES", "0 270 0" ); dowait ( "sit2" ); set ( "SET_ANIM_BOTH", "BOTH_SIT2" ); set ( "SET_ANIM_HOLDTIME_BOTH", "-1" ); } rem ( "WAKE S1" ); affect ( "saber_student1", /*@AFFECT_TYPE*/ FLUSH ) { //$"runOnly"@5 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" ); task ( "go_start" ) { set ( "SET_NAVGOAL", "fight_place1" ); } task ( "stand5" ) { set ( "SET_ANIM_BOTH", "BOTH_SIT2TOSTAND5" ); } dowait ( "stand5" ); set ( "SET_ANIM_HOLDTIME_BOTH", "0" ); dowait ( "go_start" ); set ( "SET_DYAW", "315" ); } wait ( 12000.000 );
  11. You just made my day.
  12. Is it possible to use force lightning in an Icarus script?
  13. Jk2mv isn't it a mp mod? ++? I would love to use some jk3 models in jk2 so but can't find the way
  14. Probably master server is down
  15. The walking scenes are eternal and the attack scenes I just don't get them
  16. Then get a male and paint the face, you said you'd do alteration's if you got the model so...
  17. They are human-like beings, just get a girl model and add the paintings you need... At least from what I saw in the link
  18. What exactly do you want to disable? The saber clash fight or the amount of blocks
  19. Sounds like mode Console or centerprint
  20. Is this (npc walking around the map) achievable in mp? @@eezstreet Before I had problems with ibi scripts(server crashes, I was using retail jampserver though l so I'm not sure about it (currently using ojkded)
  21. Sorry I don't have the time for this, but I think I got an old build compiled somewhere.... I'll try to get it for ya
  22. Apparently it has been happening for more than a week, admins will have the word eventually
  23. Guess so, just wanted to know what was happening
  24. http://jkhub.org/files/file/2495-academy-of-skill/ Been receiving complaints that it's been unaccessible for more than a week, what is happening? I already sent a pm to the person who approved it, read it and no response so far.
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