Ramikad
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Posts posted by Ramikad
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Nice work!
The level is currently at 4095 entity's, so if I add 1 more entity of any kind to either the night or day map version it will not compile in any way, shape, or form.
I'm not sure if it would work, but if you feel heroic you could try and "cheat" the Radiant putting a part of the map as a misc_bsp. Not sure if it will count the entities within the misc_bsp towards the limit, though.
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Not yet... first it needs a blood effect triggered by the trigger_multiple
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A bunch: Blender, 3DSMax, even the good old Milkshape 3D to name a few.
Bishwhe likes this -
Is it possible to make npc die like this but only if i will attack him with emplaced gun ?
Maybe it is possible. For example, you can make an empty script, and set that enemy's deathscript to the empty one (let's call it "none.IBI", for explanation purposes). You place the emplaced gun, and around it (where the player supposedly is when operating the turret), a trigger_multiple (set "wait" to "0.2" - not sure if it actually accepts float numbers - so it triggers every 0.2 seconds, and tick fire_button) tied to a target_scriptrunner, that runs a script that selects the enemy, changes his deathscript to "dismember.IBI", AND, after 0.3 seconds (so, WAIT set to 300), changes the deathscript back to "none.IBI". This way, the trigger will be constantly active ONLY when firing the turret, and it will have too little time to revert the deathscript back to nothing, causing the enemy to explode upon death. If you leave the turret and shoot him down, he should die normally then (that is, if the trigger_multiple is set in the correct position so that the player has to be using the turret to trigger it).
Langerd likes this -
Sounds great! Totally going to try this for DF2 Mod.
An eventual MOTS mod could use this as well, for the "exploding" mummies in the Sith Temple.
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You can target the trigger_multiple to a target_scriptrunner (tick the runonactivator flag, so the "dismembering" will occur on anyone who activates it, and set count to -1 to make it run infinitely), that runs a script such as this one:
//(BHVD)
set ( /*@SET_TYPES*/ "SET_GRAVITY", "2400" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_HEAD" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_FOOT_RT" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_FOOT_LT" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_HAND_RT" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_HAND_LT" );
wait ( 5.000 );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_LEG_RT" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_LEG_LT" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_ARM_LT" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_ARM_RT" );
wait ( 5.000 );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_CHEST_RT" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_CHEST_LT" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_BACK_RT" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_BACK_LT" );
wait ( 5.000 );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_CHEST" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_BACK" );
set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_WAIST" );
set ( /*@SET_TYPES*/ "SET_HEALTH", 0 );
(Not sure if the gravity 2400 actually does something on the weight of the pieces, but whatever)
In the slight time span of 0.015 seconds, the player, or the humanoid NPC, that falls on the fan will be dismembered, and even more gruesomely he will survive long enough to witness his own dismembering before dying.
About the blood effect, I don't think there's any in base JA. If you can find / make one, though, you can tie the trigger_multiple to that specific fx_runner (whatever the path, only set the path of the .efx file beyond the effects/ folder). The script and the fx_runner should suffice for everything you want to do. If you keep the func_rotating solid, the pieces should also be thrown around.
Geez. Perhaps you should rename this to "Ramikad's Slaughtering Fan Guide For Beginners"?
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Memories
Anyway, if it's supposed to be SP, you can simply set up a script that dismembers anyone who falls down there. For multiplayer, I don't think it's so easy, as the script wouldn't work. Not sure if there's a way to do that for MP.
Langerd likes this -
Fallout 3-style Self Destruct?
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Simply make a script that removes or kill the entities as the sentry is destroyed.
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True, and some more stuff is completely broken or unfinished.
You can make an NPC "float" by putting a system/blockNPC brush around it. Also, if scripted correctly, they will hold their fire until the player has reached a certain zone / trigger / whatever, and can use the alt-fire that makes them launch seeker missiles.
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I really don't know if there's a way to make the rocket from a misc_weapon_shooter chase the player as it does when an enemy shoots it. You can set a target, and it claims "if it's a moving target it will update [the aim] every frame", but I'm not sure if this actually works or not. It doesn't seem to be working on NPCs or the player: as far as the NPCs are concerned, it will only shoot the rocket towards their spawn point, completely ignoring the NPC; and as far as the Player is concerned, I haven't checked it yet.
All in all, IF there's not a way to do that with scripting (you could try playing around with targets, origins, and such), you should probably put the misc_weapon_shooter aside and use instead an invisible NPC.
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Also, make sure that the .npc file is in the npcs folder inside ext_data, not just ext_data. This very simple mistake tricked me a few times.
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That timer in your signature hurts!
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Bek, Asgarath83 and Onysfx like this
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Or you could wait and check out the progress on this one:
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The design is fairly logical ==> Prevents getting wrists cut off when doing a lock
Except that the emitters of the saber in the trailer are far too long to not be cut off (along with the user's hands) if the saber swings through during a lock. Which makes me think that it could be more of a symbolic design than a practical one.
BruceJohnJenner and Angel Soul like this -
I could, but I'm not sure about JKHub's stance on decompiling and such. Alternatively, you can check out the version in Knights of the Force, it works fine as far as I know.
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Maybe this could be of help:
http://jkhub.org/tutorials/article/30-unable-to-save-maps-in-gtkradiant/
Asgarath83 likes this -
Strange... I checked the map myself, and this seems to be a distancecull problem. Not sure how to fix it easily though, and by easily I mean without decompiling, setting a new distancecull and recompiling.
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An additional note to the leaks: make sure that every brush touching the void is not a detail brush, but a structural one.
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As far as I know, ASE can't be assigned to func_train entities, only MD3.
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Also, wasn't there something about music being mono or stereo? Or am I confusing it with sounds?
Downloading MB2 saber looks?
in Jedi Knight General Discussions
Posted
Haven't heard of any MB2 "Conversion Pack", but in case you have to do it yourself, apparently, the blade effects in MB2 are in the MBAssets2.pk3. I checked an old version though, so I could be wrong about it.
About the physics, if you mean the sabers bouncing on the walls it can be done editing the .sab files, adding the line bounceOnWalls 1. Additionally, the .sab files are in the MBHilts.pk3 - again, checked on an old version, so I could be wrong. It doesn't make the single-player lightsabers bouncing on walls though.