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Ramikad

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Posts posted by Ramikad

  1. 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.

  2. 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.

  3. 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
  4. 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"? :P

    Boothand, Lancelot, DT. and 2 others like this
  5. 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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