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Everything posted by Hudaw
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- 14 comments
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- Botroute Support
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Oh stupid me
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It's just 7lm's Interceptor https://jkhub.org/files/file/2371-tie-interceptor/
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Thanks. Looks like it works like a charm:
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Thanks a ton, Artemis! I was familiar with Worldspawn but I just wasn't sure if target_speaker worked without being hooked to something else. I'll try out that shader and see if that sucker works. I honestly feel like it'd be great to know that you're about to hit the edge of the space box before you get teleported, or alternatively seeing if trigger_shipboundary actually works and is more functional there. I'll need to see your image, though, because I don't have "racepack" in here by default, so you must have somethin I don't. The big question is whether or not it will cast light on the ships that move into them, not so much the brushes in that zone because I don't plan to have any brushes at the edge of space. RE: the func_plat, I did set it to player_use but it was still triggering on touch. Also, I added another question
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Hey guys. This is like the fourth post I've made so I'm gonna just rattle off questions I've got so I can get them all in. 1. I'd like to have atmospheric effects that aren't triggered by an FX runner. For instance, I want idle room noise so that the map has some character. What entity to I use for this? 2. How do I restrict a func_plat to player_use or to a switch so that it doesn't auto-move? 3. Can I make a force field brush that only stops projectiles but doesn't stop bodies or anything else? I've tried shot only clip but it doesn't seem to work. 4. Is there a way to create a shader that CASTS light but doesn't EMIT light? I don't want to be able to see the light or the shader itself, but I want any person or object who walked into the shader to have the light cast on it. I want to put shaders at the edge of the space portion of the map so that the ship turns darker shades of red as they approach the teleport edge. I want to use a shader because I don't want to use entities if I can help it. 5. For trigger_space, do "inside" brushes counteract this so that I can more easily block out space areas, or do I have to get a bit hacky on that? SECONDARY QUESTION: The entity limit for servers is 1022. Is this a simultaneous limit? Can the map have more than 1022 entities but perhaps some of them aren't loaded due to intelligent design / vis work?
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Turns out I don't need to switch it with another brush. I just set the "unlocked" field's shader to "surfaceparm nonsolid" and set the "locked" field to solid. Then they could switch against a trigger and I can just use two meshes. Ugh. This mapping thing is driving me nuts but it's so much fun.
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Oh my god I'm an idiot. I can't believe I didn't think of that. So I could use the patch and as long as the texture is "cull twosided" then I'm fine. So I could then set it to func_usable and switch it with a regular brush covered painted with nodraw_solid if I wanted to make a locking switch. Okay, I'll try this. Thanks. God I feel like an idiot.
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Hey guys, sorry to drop in here again. I'm trying to build a hangar bay that has a one-way force field. I want to be able to leave the bay but not come back in. Essentially, I need it to be solid on the outside, but not solid on the inside. I imagined I could do this with shaders, but I'm having no luck. I put nodraw on all sides except the side I wanted the texture on, which didn't work. Then I used nodraw_solid on the sides of the brush but regular nodraw on the hangar-facing side. And that just made the whole brush solid. I'm sure I can do this with shaders, but maybe I'm just missing something? I'd appreciate any help you guys could offer here. Thanks.
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217 downloads
The flares on several lights came up with that dreaded "no texture" grey square. This .pk3 fixes that issue, so if you were having that problem, it shouldn't be a problem anymore. Original Map: https://jkhub.org/files/file/213-%7B%3F%7D/ Installation : Drop the .pk3 (zzzz_jlh-blueice-fix.pk3) into your Jedi Academy/GameData/Base directory. Should fix the problem. -
So the issue was that there were too many NPC files. I removed all excess vehicles and then removed NPC files for all the custom models I keep for RP. After that, the x-wing spawned in.
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I just opened up my Assets1 and noticed I don't have a vehicles.dat Might that be it?
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Yeah I couldn't spawn it in-game either, even after I'd removed all the other vehicles. The swoops will spawn in SJC's Mos Kreetle map for me when I join a server, but they won't spawn for me when I devmap into the same map. So yeah, it's gotta be something with my base folder. Here's the entity, though, just in case.
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I actually self-solved this. I think the commands weren't running a -saveprt so I just downloaded the GUI and the problem was solved. THanks though, Ashura!
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See that's what I thought, but the swoop spawns just fine in other maps. That's the other weird thing, too. I'm not calling for a swoop, but alongside the error for the x-wing, I'm getting an error for the swoop. With OpenJK and japlus, the vehicle thing shouldn't be a big deal, should it?
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Also, as an aside, I need to know how to generate the .prt file. Thanks
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Hey all. This may seem a silly question, but I'm having issues with adding a basic x-wing into my map. I tried two methods, first by adding in the NPC_Vehicle entity, then by adding the target_position entity and editing the classname to NPC_Vehicle. Both methods render no results. The map seems capable to telling the game that an x-wing belongs there, but when I devmap into it, the vehicle doesn't spawn. I get a console error that just tells me it couldn't spawn. I'm using GTK Radiant 1.6.6 and loading up JA+ to test the map. Any steps on how to ensure that I'm able to add vehicles here? It's pretty central to the the theme of the map. Thanks in advance, guys!
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JKA's saber-to-saber combat isn't good from a design perspective. There's no way to communicate to the player HOW it works except by a little bit of patience and a little bit of luck, all things equal. Now that may not be the case upon deeper inspection, but the system isn't actually explained to the player, and that's where it really fails. Because you can't explain it. Replicating that now would just lead to a lot of frustration. You can't put mechanics in the hands of players when you're not going to explain how they work. I'll probably play JFO once, but it doesn't engage me that much. It looks like it'll be a four-hour game like TFU. That doesn't really interest me that much. But to hear people thundering on as though Disney looked down and said "NO DISMEMBERMENT" is absolute insanity. There are exactly two Star Wars games with consistent dismemberment, and they're both TFU games. Even in JKA it's sporadic. The idea that this game needs dismemberment to be good is an incredibly shallow thought. Dismemberment won't save this game.
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