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PK_Azlon

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Everything posted by PK_Azlon

  1. Ok I tried the func_useable with these settings. It flips up and stays that way. It doesn't run the rest of the script (wait 4 seconds and then flip back down).
  2. @@Boothand I gave it a health of 1
  3. Ok so i have scripted a shooting target that flips up when hit. I am using a func_door (with the lip set to the same size as the entity to keep it from moving) that targets my target_scriptrunner (with count set to -1). I'm using this script. //Generated by BehavEd rem ( "comment" ); affect ( "target", /*@AFFECT_TYPE*/ FLUSH ) { rotate ( < 0.000 0.000 90.000 >, 50.000 ); } wait ( 4000.000 ); affect ( "target", /*@AFFECT_TYPE*/ FLUSH ) { rotate ( < 0.000 0.000 0.000 >, 50.000 ); } When I test it out it works fine...the first time. However once it flips back down, subsequent hits on the target have no effect. I rigged up a trigger multiple to test that it is not the script at fault and every time I press use, the target flips up as intended. The problem seems to be the func_door only fires its target once after being "shot open"
  4. Umm, @eezstreet how do I set the func_door with no movement?
  5. Thanks for the replies. I'll look into it and get back to you.
  6. I want to create shooting range targets hanging from the ceiling that flip up 90 degrees when shot, wait a few seconds then flip back to the starting position. I Have a basic understanding of the rotation part, but what I don't know is how to trigger the rotation when the target is shot.
  7. Nevermind! I solved my dilemma a different way where I didnt have to rewrite all my scripts! I simply added the following code to my elevator_up script affect ( "elev_top_switch", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INACTIVE", "true" ); } affect ( "elev_bottom_switch", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INACTIVE", "false" ); } and the opposite for elevator_down and then I set "elev_top_switch" to inactive in radiant (since the elevator starts on the top floor) This prevents knuckleheads from hitting the call switch when the elevator is already there. (It didn't move before, but it still played the soundsets because it was still "trying" to move to its current location) Now it won't work unless the elevator is at the other position! The first of many changes and fixes to Phantom Knights Training Academy. Now that I am finally learning scripting, (as well as many other things thanks to JKHub) I can fix or improve various things that annoyed me about the map.
  8. If anyone could be so kind as to break down this method for me that'd be great. I literally learned to script TODAY. I'm a fast learner but there is almost no useful tutorials out there for moving entities and other more advanced uses. I want to learn things like elevators, switches, moving targets etc. But yeah, like a quick breakdown of the script and what to set up in gtkradiant. that would be really helpful.
  9. I learned how to script elevators by examining the source files for DarthNormaN's Battle Over Coruscant. I even figured out a workaround for the lighting problem with the top floor's doors. Because they are drawn open the parts obscured by the walls are almost black when the doors close. I fixed this by having the doors closed and running a spawnscript to open them when the map loads. Works like a charm.
  10. Will I have to re-rig my doors as well or can they continue working on vectors?
  11. So I have to add ref_tags and rewrite my scripts? BUUUUMER!
  12. @therfiles , I thought for sure this would work. I was actually thinking of this same solution a couple minutes before i saw your response but unfortunately it throws up an error on compile...
  13. Here is the script to bring my elevator to the top floor. //Generated by BehavEd rem ( "Begin Elevator Function" ); wait ( 1000.000 ); affect ( "elev_dr_dn_lf", /*@AFFECT_TYPE*/ FLUSH ) { move ( < -88.000 6000.000 -2188.000 >, < 0.000 0.000 0.000 >, 500.000 ); } affect ( "elev_dr_dn_rt", /*@AFFECT_TYPE*/ FLUSH ) { move ( < 88.000 6000.000 -2188.000 >, < 0.000 0.000 0.000 >, 500.000 ); } wait ( 500.000 ); affect ( "elevator", /*@AFFECT_TYPE*/ FLUSH ) { move ( < 0.000 6080.000 -304.000 >, < 0.000 0.000 0.000 >, 5000.000 ); } wait ( 5000.000 ); affect ( "elev_dr_up_lf", /*@AFFECT_TYPE*/ FLUSH ) { move ( < 168.000 6160.000 -304.000 >, < 0.000 0.000 0.000 >, 500.000 ); } affect ( "elev_dr_up_rt", /*@AFFECT_TYPE*/ FLUSH ) { move ( < -168.000 6160.000 -304.000 >, < 0.000 0.000 0.000 >, 500.000 ); } I need to create a script to check if the elevator is at < 0.000 6080.000 -304.000 > already. If it is then I want to just play a sound. If it isn't then I want it to run the above code to bring it up. I have been wracking my brain trying to figure this one out and I am stumped. Someone PLEASE help. I can't go forward until this is working!
  14. Now would that check that the position of my 'elevator' entity matches the given numbers? right now my call buttons just fire the same script used to bring the player to that level. But if used while the elevator is already there, nothing moves, but the soundsets still play. I am trying to idiot-proof my elevator.
  15. Ok I can't even get the same results you did in behaved. Nothing I click puts 0,0,0 in.
  16. Thanks, but I think I figured out the problem and it may be unsovable for the time being. The game engine can't handle smoothly stretching the texture as the patch widens so it creates zig-zags to approximate the stretch. The only way around it (that I can think of) would be to make a uv mapped MD3 of the roof but I use lightwave and there is no longer an md3 import/export plugin for the version I am using and I have not yet learned 3DS Max, nor can I find the md3 plugins for the version I have (3ds Max R9)
  17. I am setting up my elevator scripts and I want to set up 'call' buttons that check to see if the elevator is already at that location (and play a sound if it is) before running the script to call the elevator. I cant figure out how to set up the if statement to check if 'elevator''s vector is equal to [vector_number]
  18. I have submitted a few files and I am waiting for approval. I am trying to be patient but it's never been a strong point of mine lol.
  19. Thanks, now I just need to solve the screwy patch texture problem.
  20. Can this replace the luke NPC in SP?
  21. This is amazing! one of the most incredible and beautiful maps I have ever seen! I bow down to you! I must learn how to do such amazing work.
  22. All are amazing but I am REALLY digging the Sandtrooper on the right
  23. I have been modding for 12 years and the only Java I have ever used is french roast with cream and 2 sugars.
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