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Everything posted by SkullCruncher
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- 6 comments
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- Star Wars Related
- NPC Support
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(and 1 more)
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Seems like checking the "Toggle" box ON did the trick, along with a "Wait" of -1. Thank you very much Noodle and everyone else that gave me tips.
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Yep, tried. The door returns back normally as usual.
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So I've made a big ass door that I'd like to remain opened once used by trigger_once (not pressed as a button). I've been experimenting with "Delay" and "Wait" values, but it seems it won't do the trick, the door keeps closing. One other thing that I noticed is if you use trigger_once or trigger_multiple by pressing it to open a door with a Wait of 0, it stays opened or closed. It depends on how you press it. I wanted to do the same thing for non-button pressing trigger_once, but I guess that's not it. Suggestions/Examples?
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Hello, would someone know why does my map get the portals error? There isn't anything specific that I did in the map, simply normal mapping as usual and doesn't happen on other maps. It's a problem because it drains FPS so badly and the error prevents my portals from dividing the map rooms. ************ ERROR ************LoadPortals: couldn't read D:\Program Files\Steam\steamapps\common\Jedi Academy\GameData\base\maps\project1.prt I googled it but found no help about it.
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Scripting a platform to move to ref_tag
SkullCruncher replied to SkullCruncher's topic in Coding and Scripts
UPDATE: Problem is solved! Managed to get it work by help of Maui, looks like this script did the trick! affect ( "tram", /*@AFFECT_TYPE*/ FLUSH ) { task ( "ride0" ) { move ( $tag( "ride0", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 ); } task ( "ride1" ) { move ( $tag( "ride1", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 ); } task ( "ride2" ) { move ( $tag( "ride2", ORIGIN)$, < 0.000 0.000 0.000 >, 7000.000 ); } task ( "ride3" ) { move ( $tag( "ride3", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 ); } task ( "ride4" ) { move ( $tag( "ride4", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 ); } wait ( 3000.000 ); dowait ( "ride1" ); dowait ( "ride2" ); dowait ( "ride3" ); dowait ( "ride4" ); dowait ( "ride3" ); dowait ( "ride2" ); dowait ( "ride1" ); dowait ( "ride0" ); } -
Scripting a platform to move to ref_tag
SkullCruncher replied to SkullCruncher's topic in Coding and Scripts
I tried with [<expr>,<expr>] as well, still no luck. When I typed developer 1 and pressed the button, the platform moved outside of the map with huge speed, and in the console it said that 9 DEBUGS were fired at the same time, which is strange, it shouldn't have triggered/fired all entities in the script at once. Sure you could do a small .map so I could take a peak whenever you have time to make one, I'll just keep trying in meantime I guess. -
Scripting a platform to move to ref_tag
SkullCruncher replied to SkullCruncher's topic in Coding and Scripts
Yeah, if you mean that .IBI file. -
Scripting a platform to move to ref_tag
SkullCruncher replied to SkullCruncher's topic in Coding and Scripts
No the script doesn't have any subfolder so the path is correct. But the script that you posted, is it supposed to go like this? : affect ( "tram", /*@AFFECT_TYPE*/ FLUSH ) { task ( "travel01" ) { move ( $tag( "tram1", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 ); } do ( "travel01" ); wait ( "travel01" ); } affect ( "tram", /*@AFFECT_TYPE*/ FLUSH ) { task ( "travel02" ) { move ( $tag( "tram2", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 ); } do ( "travel02" ); wait ( "travel02" ); } etc.. (Sorry if I don't really follow, scripting is a very new field to me) -
Scripting a platform to move to ref_tag
SkullCruncher replied to SkullCruncher's topic in Coding and Scripts
This is the platform This is the switch This is the script -
Hello peeps, I've ran into a scripting area that I'm not really familiar with. Basically what I'm trying to do, is when a button is pressed so that a platform can move from it's starting point to first ref_tag, second ref_tag etc. until the last ref_tag. And after few seconds it would return back the same path following these reference_tags. I made a script myself but, something seems left out of a loop. My platform just makes a noise and doesn't move. affect ( "tram", /*@AFFECT_TYPE*/ FLUSH ){wait ( 1000.000 );move ( $tag( "tram1", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 );wait ( 4900.000 );move ( $tag( "tram2", ORIGIN)$, < 0.000 0.000 0.000 >, 7000.000 );wait ( 6900.000 );move ( $tag( "tram3", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 );wait ( 4900.000 );move ( $tag( "tram4", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 );wait ( 4900.000 );} wait ( 3000.000 ); affect ( "tram", /*@AFFECT_TYPE*/ FLUSH ){move ( $tag( "tram3", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 );wait ( 4900.000 );move ( $tag( "tram2", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 );wait ( 4900.000 );move ( $tag( "tram1", ORIGIN)$, < 0.000 0.000 0.000 >, 7000.000 );wait ( 6900.000 );move ( $tag( "tram_start", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 );wait ( 4900.000 );}
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I think you'd need an actual mod for it, I'm not really sure if JKA's code allows it.
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Read it, done it, tested it, still nothing. This is really odd. :/
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Sorry for the rather late reponse, I was busy and somehow didn't see your reply. The site you sent me seems useful, I'll be sure to try following the instructions there and then keep you updated on how it went.
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Our function commands look the same, still nothing happens. Do your func_trains use a button to make them move, or they move on their own?
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I tried both checking and unchecking the toggle option, it seems that it only makes the func_train brush appear or dissapear.
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I haven't been exactly able to see what did you do since you have a huge amount of brushes that caused my pc to lag (ye I got weak pc =D), but I have seen only that you have 'linear = 1', I tried putting that in and nothing's changed. I think that I need to make a trigger in that room that will make those func_train move.
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I tried doing so, now there func_train brushes were where they were supposed to be, but, they weren't moving at all, just standing still.
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Hello everyone, just a quick note is that I have never used the func_train function before, so I could be absolutely doing something wrong. In this picture you can see how I have a brush that is as func_train, it's origin, and a path_corner where should the func_train go at: These are the func_train Keys and Values that I have used for the brush and it's origin: While it all looks good for me here in radiant, when I go in-game, the func_train brush appears close to my player spawn point and it's not moving, it's just there staying still, and when I go to the room where this func_train brush is actually located, it's not there, totally dissapeared. Could anyone please advise me how to do this correctly? I watched some tutorials but I can't seem to get the hang of it.
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It seems that under View->Filter, my Trigger was ticked ON, I ticked it off and works just perfectly. Thanks man!
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Hello, as the title itself says, when I place a brush, give it any texture, even 'trigger' texture, I make that brush trigger_hurt and it dissapears instantly. I've tried making that brush with other trigger_ , but the same thing happens. Any tips or help is appreciated!
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- 23 comments
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- Containing NPCs
- JKHub Exclusive
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(and 2 more)
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