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Noodle

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Everything posted by Noodle

  1. You're doing god's work, Jeff. This is simply glorious.
  2. That's the best news of the month!
  3. I have no idea why does that happen, but if I had to guess, I'd think that maybe it's related to the fact that it's using the common jetpack's efx and not the rocket trooper's one.
  4. I used to go to a neighbor's house to play Dark Forces on his computer. That wasn't even in the 21th century. It's been far too long.
  5. I find it curious that when you do a taunt in multiplayer, the sound you listen to is not the same that other players might listen. Sometimes when I hear a taunt1, my brothers listen to a taunt2 or taunt3. Wonder why does that happen.
  6. I like the red, but maybe the green fog needs to be a little bit thicker.
  7. If they did one, I would participate
  8. I loved the other neimodian model you uploaded, I'm hoping you'll upload this one soon too
  9. I'm aware of that, but I was unsuccessful when I tried. If I could, I would've checked how the t3_byss map works.
  10. That'd be great. I've learned a lot of things about mapping with the three sample maps that JA has. More examples are always a good thing.
  11. Those are all great ideas! I'll have to try them during this weekend when I get the time for it. Thanks!
  12. I am not fighting and do not wish to, I think everybody can do the requests they feel like, like that one guy that requested toy story models. My initial post was a response to what Grayfox was wondering. I think everybody in this small community is cool and tries to make things better with their skills, ideas or criticism. So if people start fighting, count me out of it because that'd be pointless.
  13. Yeah, I think that's what I'll try to imitate, though it's a pity you can't make an fx_runner target a player, it seems it must target an info_null or a similar entity.
  14. That's all fine and well, but my point wasn't that mapping is as easy as modeling. What I'm saying, is that both of those things are skills that require care and patience to be developed and that a proactive attitude will help to get skilled in any of those fields of expertice.
  15. The sullustan rebel looks so nice, I've always thought i'd be nice to fly a plane with one of them as a co-pilot.
  16. I love it, the lightning looks so good! It also feels a lot like a building from tatooine, so that's good. I'm hoping to see more of the sarlacc!
  17. I do not blame anybody for anything, they're free to feel as they feel like. I just find it peculiar that it seems a lot of people are scared of learning new skills. Perhaps some people are scared by the tutorials and how hard everything seems at first. I must say that the youtube videos that were uploaded by jkhub helped me to understand GTKradiant much better than any other tutorial.
  18. I think the reason why noone has made a model is because there are a bunch of ported HK-47 models flying around the web and it'd seem pointless to create a new model when there's one that looks decent enough. What I don't understand is why so many people have such a pessimistic attitude towards the development of their own skills. When I got frustrated because there were no JA maps like those in my mind, I started to learn about mapping and scripting so I could do something with the ideas I have. It doesn't really matter if someone is good or not, there are plenty of free tools and tutorials to start creating stuff that with practice will eventually be decent enough. Just a thought.
  19. Es muy sencillo, sólo tienes que hacer un script con este comando set ( "SET_CLOSINGCREDITS", "DEFAULT" ); Y ya está.
  20. Hey, I just realized you speak spanish. ¿Por qué mejor no escribes lo que necesitas en español y así puedo ayudarte si es que sé cómo solucionar tu problema?
  21. I am afraid we need a protocol droid cause this is a language I do not understand.
  22. I am not sure, don't know how to see what entities were used in that map. What I don't understand is why there are the use ( "wave1_tie1" ); use ( "wave2_tie2" ); use ( "wave2_tie3" ); commands on the loop at the end. If I had to guess, I'd think that they are related to the lasers that are fired by the misc_model entities, but I don't know at all.
  23. I'm trying to do something similar, created a small ship that's attacked by enemy fighters. Instead of making it shoot at the player's ship, I'm working on a timer so that if you don't destroy a bunch of ships in a specific amount of time, your ship will get damaged untill it blows up.
  24. Sadly I haven't explored the fascinating world of modeling yet, just mapping, scripting and a tiny bit of coding Wow, it seems you're right! Just added a TIE bomber to my test map and it does bomb the living shit out of things. However! This doesn't seem to apply with the normal TIE fighter, that ship just flies around without shooting. In the map t3_byss we can see some TIE fighters flying around and firing lasers, however the script that's used there is different than in vjun1. set ( "SET_OBJECTIVE_SHOW", "T3_BYSS_OBJ2" ); set ( "SET_COLLIDABLE_ROFFS", "true" ); set ( "SET_MUSIC_STATE", "DM_ACTION" ); declare ( FLOAT, "fNumDeadTies" ); set ( "fNumDeadTies", "0" ); affect ( "wave1_tie1", FLUSH ) { task ( "roff1" ) { set ( "SET_ORIGIN", < 2410.513 692.380 3477.049 > ); set ( "SET_ANGLES", < 0.000 0.000 0.000 > ); play ( "PLAY_ROFF", "t3_byss/tie_01" ); } loop ( -1.000 ) { do ( "roff1" ); wait ( "roff1" ); } } affect ( "wave1_tie2", FLUSH ) { task ( "roff2" ) { set ( "SET_ORIGIN", < 887.687 1994.076 3710.272 > ); set ( "SET_ANGLES", < 0.000 0.000 0.000 > ); play ( "PLAY_ROFF", "t3_byss/tie_02" ); } loop ( -1.000 ) { do ( "roff2" ); wait ( "roff2" ); } } affect ( "wave1_tie3", FLUSH ) { task ( "roff3" ) { set ( "SET_ORIGIN", < 3790.808 291.668 2341.305 > ); set ( "SET_ANGLES", < 0.000 0.000 0.000 > ); play ( "PLAY_ROFF", "t3_byss/tie_03" ); } loop ( -1.000 ) { do ( "roff3" ); wait ( "roff3" ); } } affect ( "wave2_tie1", FLUSH ) { task ( "roff4" ) { set ( "SET_ORIGIN", < 2522.273 3230.411 3857.344 > ); set ( "SET_ANGLES", < 0.000 171.251 0.000 > ); play ( "PLAY_ROFF", "t3_byss/tie_04" ); } loop ( -1.000 ) { do ( "roff4" ); wait ( "roff4" ); } } affect ( "wave2_tie2", FLUSH ) { task ( "roff5" ) { set ( "SET_ORIGIN", < -1104.852 1465.268 3501.099 > ); set ( "SET_ANGLES", < 0.000 231.172 0.000 > ); play ( "PLAY_ROFF", "t3_byss/tie_05" ); } loop ( -1.000 ) { do ( "roff5" ); wait ( "roff5" ); } } affect ( "wave2_tie3", FLUSH ) { task ( "roff6" ) { set ( "SET_ORIGIN", < 2434.926 1059.670 3826.119 > ); set ( "SET_ANGLES", < 0.000 203.715 0.000 > ); play ( "PLAY_ROFF", "t3_byss/tie_06" ); } loop ( -1.000 ) { do ( "roff6" ); wait ( "roff6" ); } } task ( "breakme" ) { set ( "fNumDeadTies", "+1" ); affect ( "TieDeathCounter", FLUSH ) { if ( $get( FLOAT, "SET_COUNT" ) = 0.000$ ) { affect ( "player", FLUSH ) { flush ( ); } } } } use ( "air1" ); use ( "air2" ); use ( "air3" ); use ( "air4" ); task ( "DamageShip" ) { affect ( "script_HealthGunTurret1", FLUSH ) { set ( "SET_DAMAGEENTITY", 3.000 ); affect ( "script_HealthGunTurret2", FLUSH ) { set ( "SET_DAMAGEENTITY", 3.000 ); affect ( "script_HealthGunTurret3", FLUSH ) { set ( "SET_DAMAGEENTITY", 3.000 ); affect ( "script_HealthGunTurret4", FLUSH ) { set ( "SET_DAMAGEENTITY", 3.000 ); affect ( "script_HealthGunTurret5", FLUSH ) { set ( "SET_DAMAGEENTITY", 3.000 ); } } } } } } loop ( -1.000 ) { wait ( $random( 2500, 3500 )$ ); do ( "breakme" ); use ( "wave1_tie1" ); camera ( SHAKE, $random( 1, 1 )$, $random( 1000, 1500 )$ ); sound ( CHAN_ANNOUNCER, "sound/effects/thud.mp3" ); use ( "spark1" ); use ( "spark6" ); use ( "spark8" ); use ( "spark10" ); wait ( $random( 4000, 6000 )$ ); do ( "breakme" ); camera ( SHAKE, $random( 1, 1 )$, $random( 1000, 2000 )$ ); sound ( CHAN_ANNOUNCER, "sound/effects/thud.mp3" ); use ( "spark1" ); use ( "spark2" ); use ( "spark5" ); use ( "spark6" ); use ( "spark10" ); wait ( $random( 4000, 6000 )$ ); do ( "breakme" ); use ( "wave1_tie1" ); use ( "wave2_tie2" ); use ( "wave2_tie3" ); camera ( SHAKE, 1.000, $random( 1000, 1500 )$ ); sound ( CHAN_ANNOUNCER, "sound/effects/thud.mp3" ); use ( "spark3" ); use ( "spark4" ); use ( "spark7" ); use ( "spark9" ); wait ( $random( 4000, 6000 )$ ); do ( "breakme" ); use ( "wave1_tie1" ); use ( "wave2_tie3" ); use ( "wave1_tie1" ); camera ( SHAKE, $random( 1, 2 )$, $random( 1000, 2000 )$ ); sound ( CHAN_ANNOUNCER, "sound/effects/thud.mp3" ); use ( "spark1" ); use ( "spark2" ); use ( "spark5" ); use ( "spark7" ); use ( "spark8" ); wait ( $random( 2000, 4000 )$ ); do ( "breakme" ); use ( "wave2_tie1" ); use ( "wave2_tie2" ); use ( "wave2_tie3" ); use ( "wave1_tie1" ); use ( "wave1_tie2" ); use ( "wave1_tie3" ); camera ( SHAKE, $random( 1, 1 )$, $random( 1000, 2000 )$ ); sound ( CHAN_ANNOUNCER, "sound/effects/thud.mp3" ); use ( "spark1" ); use ( "spark4" ); use ( "spark6" ); use ( "spark7" ); use ( "spark8" ); wait ( $random( 4000, 6000 )$ ); do ( "breakme" ); use ( "wave2_tie2" ); use ( "wave2_tie3" ); use ( "wave1_tie1" ); use ( "wave1_tie3" ); camera ( SHAKE, $random( 1, 1 )$, $random( 1000, 1500 )$ ); sound ( CHAN_ANNOUNCER, "sound/effects/thud.mp3" ); use ( "spark2" ); use ( "spark4" ); use ( "spark6" ); use ( "spark7" ); use ( "spark9" ); wait ( $random( 4000, 6000 )$ ); do ( "breakme" ); camera ( SHAKE, 0.500, 2800.000 ); sound ( CHAN_ANNOUNCER, "sound/movers/objects/walkway_creak.mp3" ); wait ( $random( 500, 1000 )$ ); } The script here has some md3 playing specific roff files, but then a bunch of effects are triggered when the player reaches a certain point in the map. The camera starts shaking, the TIEs start moving and whenever an fx_runner of a spark is triggered, the TIEs shoot a laser at the same time. Could it be that in this case it isn't hardcoded and maybe there's a way to make an fx_runner play froma moving md3 model? Pic related: TIE fighters firing lasers at the same time.
  25. I have been checking some singleplayer maps to see if I can reproduce some of the concepts there and there's something that eludes me which I find interesting for some ideas. How is it possible to make a misc_model_breakable entity shot an fx_runner like in pic related? Both vjun1 and t3_byss have ships that are flying around shooting lasers while in movement and I have no idea how to achieve that effect. How does the fx_runner get an impact fxfile? How can it be fired from whenever the misc_model_breakable is located? It seems like the fx_runner follows the misc_model entity. Pic related: I want to know how to do this
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