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Everything posted by Noodle
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SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
I was thinking on how you could make the fighter chase the player when he's in a ship and remembered that the rocket launcher alt-fire chases the player as he moves around the place. Could the answer to your problem be there? Maybe there's some bit of code that explains how vectors work so they can chase the player. -
SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
Maybe the issue is related to how the origin is set here. Could it be related to how the mins and maxs are set? void SP_misc_atst_drivable( gentity_t *ent ) { extern void NPC_ATST_Precache(void); extern void NPC_PrecacheAnimationCFG( const char *NPC_type ); ent->s.modelindex = G_ModelIndex( "models/players/atst/model.glm" ); ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, "models/players/atst/model.glm", ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0 ); ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "model_root", qtrue ); ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); //FIXME: need to somehow set the anim/frame to the equivalent of BOTH_STAND1... use to be that BOTH_STAND1 was the first frame of the glm, but not anymore ent->s.radius = 320; VectorSet( ent->s.modelScale, 1.0f, 1.0f, 1.0f ); //register my weapons, sounds and model RegisterItem( FindItemForWeapon( WP_ATST_MAIN )); //precache the weapon RegisterItem( FindItemForWeapon( WP_ATST_SIDE )); //precache the weapon //HACKHACKHACKTEMP - until ATST gets real weapons of it's own? RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN )); //precache the weapon // RegisterItem( FindItemForWeapon( WP_ROCKET_LAUNCHER )); //precache the weapon // RegisterItem( FindItemForWeapon( WP_BOWCASTER )); //precache the weapon //HACKHACKHACKTEMP - until ATST gets real weapons of it's own? G_SoundIndex( "sound/chars/atst/atst_hatch_open" ); G_SoundIndex( "sound/chars/atst/atst_hatch_close" ); NPC_ATST_Precache(); ent->NPC_type = (char *)"atst"; NPC_PrecacheAnimationCFG( ent->NPC_type ); //open the hatch misc_atst_setanim( ent, ent->rootBone, BOTH_STAND2 ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "head_hatchcover", 0 ); VectorSet( ent->mins, ATST_MINS0, ATST_MINS1, ATST_MINS2 ); VectorSet( ent->maxs, ATST_MAXS0, ATST_MAXS1, ATST_MAXS2 ); ent->contents = CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP; ent->flags |= FL_SHIELDED; ent->takedamage = qtrue; if ( !ent->health ) { ent->health = 800; } ent->s.radius = 320; ent->max_health = ent->health; // cg_draw needs this G_SetOrigin( ent, ent->s.origin ); G_SetAngles( ent, ent->s.angles ); VectorCopy( ent->currentAngles, ent->s.angles2 ); gi.linkentity ( ent ); //FIXME: test the origin to make sure I'm clear? ent->e_UseFunc = useF_misc_atst_use; ent->svFlags |= SVF_PLAYER_USABLE; //make it able to take damage and die when you're not in it... //do an explosion and play the death anim, remove use func. ent->e_DieFunc = dieF_misc_atst_die; -
SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
I have no idea what's causing this weird bug. Both the tie-fighter and the at-st have the model_root bone on the same place. -
SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
Is it possible to make the NPC spawn some units above his point of origin? That way he wouldn't spawn on the floor. Maybe it's related to a collision problem? Check the tie-bomber entity. It's hard coded to fire bombs every time it's model is spawned as a misc_model_breakable entity. -
Thank you! I love puzzle solving, only wish I was good at creating them, looking forward to the bespin missions! If you understand C++, you should have no issues with icarus, since it's really simple! I didn't really use any tutorials to learn, just studied the scripts that were already on the base game and asked a lot of questions in the coding forum! The JKG project was my main inspiration to learn how to mod. It's incredible how fun that mod is and how much they have achieved. I hope to create a rich sandbox game for SP, soon I'll release my first official demo map in which players will be able to test the follower system, chat menus and some other things. I'll also release all the source files, since I believe knowledge should be shared and I want people to find flaws in my work, so I can improve upon them.
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I really like the simple gunslinger-like models and skins you've done. It's fun to add them as enemies in SP, since it gets boring after a while to fight only against rodians, trandos, weequays and grans, or the empire.
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The arms and gloves texture could be improved a bit by adding shadows and folds, like in the torso texture.
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SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
Good to know that at least there has been some development in this idea! What are the main issues at the moment? -
I always love seeing your work with aliens that weren't in the main game. Were Vizam and Barada ported from somewhere, or is it just reskinning? It'd be nice to know, since it gives more credit to your hand-made work!
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Is the helmet ported from some other game? I didn't know the crimson corsair was in any game.
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SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
Even though there might be much left to do, that is already a great improvement! It could make a very fun boss battle. -
My latest obsession: ROTJ Throne Room Duel SP
Noodle replied to therfiles's topic in WIPs, Teasers & Releases
I think he would go the pre-burnt Vader route of thinking he can kill the emperor and take power for himself. Of course, had Luke fallen to the dark side, I doubt he would have been able to defeat the emperor on his own. -
My latest obsession: ROTJ Throne Room Duel SP
Noodle replied to therfiles's topic in WIPs, Teasers & Releases
How about instead of making him invincible, make the outcome different if you decide to fight back against Vader. You could have the choice to avoid hitting him for a minute and half, while he's trying to kill you, or you could also allow the player to hit him, and change the game so you get a dark side ending for 'giving in to your hate'. Think about the moment when you can kill Rosh, if you do any damage to him, the outcome of the end games changes for ever. -
SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
Is the problem related to the velocity at which the ship moves, or it just doesn't go in the air? Is it moving like a sentry or a probe? Both NPCs move really slow but float in the air. Maybe there's something in the swoop's code regarding movement and velocity. Those NPCs, after all, move really fast and usually avoid collision. -
Nice gallery, could do without the filter though! But if a nobody like Rey could beat Kylo 'Linkin Park is my guide' Ren, I'm pretty sure Ahsoka also can, even at her weakest.
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Good to hear! It's always great to see the things you come up with!
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SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
Thank you for doing what so many have tried to for so long! -
SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
I'd try to keep the fighter in the air without moving, like the way the AT-ST and most NPCs have a default state untill they spot a player or get a specific instruction. Perhaps give the ship a default in-air animation like in this video I just did to show you what I mean: That's just playing a .roff file located in vjun1/bomber_run_tiebomber_2ndship.roff The first thing I'd try to do is to see if in that state, the fighter NPC can aim at the player and fire at him whenever he moves, like a normal NPC. After that is done, I think setting movement could be much easier. -
SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
Doesn't the atst_drivable entity has that information? After all, it has a limited amount of weapons and it doesn't allow either the use of force powers or lightsabers. -
SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
Nice to see some screenshots. Have you thought about being able to use the first-person? I know the swoop vehicle has a first-person mode, and thus, so could the tie-fighter. If it can have a first person mode, like the normal player, it could display a special HUD so it could look like inside a cockpit. I don't think scaling should be an issue, as long as you can trick the player with the camera's place. After all, the AT-ST is quite small in the base game and it doesn't really bother anyone. -
SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
Very interesting! One of the first things that you should try to achieve is allowing the player to 'use' a vehicle, in a similar fashion to the at-st. I'd try experimenting with the tie-fighter model, since it doesn't need many animations to be set, unlike the x-wing, which has the whole folding wings stuff. -
My latest obsession: ROTJ Throne Room Duel SP
Noodle replied to therfiles's topic in WIPs, Teasers & Releases
The only thing that bothers me at the moment is how fast Vader and Luke walk at the beginning. -
SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
Another way would be the battlefront route, when the player strays too far away from the space you want him to fly around, just pop a message that says 'You're leaving the field of battle' (or something like that) and then self destruct the ship if he doesn't come back. -
RIP photobucket, what a bad joke they are.
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SP new game styles (RPG - Space \ air dogfight battles)
Noodle replied to Asgarath83's topic in Coding and Scripts
Check the code for the drivable AT-ST. That's an entity on it's own in gtkRadiant and I'm 100% it has special code. It's a drivable vehicle in singleplayer with a custom camera, weapons and set of commands. If there's a clue on how to do a drivable ship, it's there. The entity is named 'misc_atst_drivable' if I remember well. What you are saying here is doable, since I'm doing something quite similar for my own mod! Quest-givers NPCs are usable and whenever they get used they target a target_change_level entity that opens a menu, instead of changing a level. There's no special code in siege_destroyer. It's just a very big map with a huge gridsize. The HUD must be in the ui files in the default game, and must be triggered in a same fashion as in the atst_drivable entity. I have never used GTKRadiant, but 1.5 and 1.4 work wonderfulyl in XP and it's the very same thing.