

Ramikad
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Ramikad's post in Making rotate the brush 45 degree (or in other) BUT like lever like. was marked as the answer
Additionally, you might need to set a script_targetname key on the entity, to be used as the entity affected by the commands in the script.
About the scripts, something like this should suffice:
//(BHVD)
affect ( "Lever", /*@AFFECT_TYPE*/ FLUSH )
{
rotate ( < X Y Z >, T );
set ( /*@SET_TYPES*/ "SET_USESCRIPT", "lever_activate_up" );
}
Simply make it so that it affects the script_targetname you chose for the lever, and rotate it 90 degrees on the correct axis (totally NOT sure which one it would be - you'll have to experiment on that), in T number of milliseconds. The last command will set the entity usescript to a similar script, but that rotates -90 degrees on the same axis (to switch it back), and sets the entity usescript to the original script - going by the example here, lever_activate_down.
Then again... I'm not really experienced with moving objects with BehavEd, so I might be mistaken on a few points.
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Ramikad's post in Vehicle Rider Animation was marked as the answer
I recall Minilogoguy also having troubles with rider animations for his AT-RT.
http://jkhub.org/topic/1227-rideranim-not-working/
Apparently it's hardcoded.
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Ramikad's post in SP skin and randomize colours was marked as the answer
If the skin supports RGB (check out how it's done with the Trandoshan, it needs an alpha channel), then try putting this line in the NPC file:
customRGBA random1
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Ramikad's post in Gtk radiant \ engine invisible brushes issue was marked as the answer
Sometimes I have this problem with brushes that I manipulated into weird angles. Try making it detail, and see if it works. It generally helps in my case.
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Ramikad's post in How make Leaves trans on JKA was marked as the answer
I changed absolutely nothing with the textures, I used the ones you packed a few posts earlier. As for the shader, I simply copied the shader code from the base tree branches:
models/map_objects/plants/elmleave01
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
q3map_vertexScale 0.0125
cull twosided
{
clampmap models/map_objects/plants/elmleave01
alphaFunc GE128
tcMod turb 1 0.01 1.0 1.0
rgbGen vertex
// rgbGen lightingDiffuse
}
}
Feel free to ignore the rgbGen lightingDiffuse, it's a fix from another experiment with misc_model_static foliage.
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Ramikad's post in Making npcs force resistand was marked as the answer
SET_FORCE_INVINCIBLE makes the NPC invulnerable, I think; SET_NO_FORCE makes the NPC immune to Force Powers.
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Ramikad's post in Importing a GLM with Weights was marked as the answer
I think Blender keeps the weight when importing player models.
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Ramikad's post in Jk2 Nar shaddaa ship func_train? was marked as the answer
It's not a check, it's a value.
LOOP - if it's a ghoul2 model, it will just loop the animation
PLAYER_USE Player can use it with the use button
INACTIVE must be used by a target_activate before it can be used
TIE flying Tie-fighter hack, should be made more flexible so other things can use this if needed
A train is a mover that moves between path_corner target points.
Trains MUST HAVE AN ORIGIN BRUSH.
The train spawns at the first target it is pointing at.
"model2" .md3 model to also draw
"modelAngles" md3 model's angles <pitch yaw roll> (in addition to any rotation on the part of the brush entity itself)
"speed" default 100
"dmg" default 2
"health" default 0
"noise" looping sound to play when the train is in motion
"targetname" will not start until used
"target" next path corner
"target3" what to use when it breaks
"color" constantLight color
"light" constantLight radius
"linear" set to 1 and it will move linearly rather than with acceleration (default is 0)
"startframe" default 0...ghoul2 animation start frame
"endframe" default 0...ghoul2 animation end frame
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Ramikad's post in Make one NPC Ignore Another was marked as the answer
Not completely sure, but I resolved this making the prisoner ignore enemies (SET_IGNOREENEMIES TRUE). I put both strings after SET_ANIM_HOLDTIME_BOTH -1.
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Ramikad's post in "Get Coordinates" Console Command? was marked as the answer
/viewpos
/setviewpos <X - West-East> <Y - North-South> <Z - Height> <Angle> sets the position and angle instead.
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Ramikad's post in Gtk radiant troubles O.O was marked as the answer
Maybe this could be of help:
http://jkhub.org/tutorials/article/30-unable-to-save-maps-in-gtkradiant/
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Ramikad's post in Models enemies like me was marked as the answer
I believe that's an option in the Setup menu. Make sure you have "Force Player Models" and "Defer Player Models" set to Off in Game Options.