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MagSul

JKHub Staff
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Everything posted by MagSul

  1. They ready as follows... SPEED SWOOP GARAGE NG REASONABLE RATES NG PARTS AND SERVICING. THE GALAXIES GREATEST JUNK NEW AND USED DROID PARTS. ONLY THE BEST!!! OUTPOST A COMMUNICATIONS OUTPOST --SECTOR FIVE-- SECURITY STATION
  2. More mapping tutorials is never a bad thing!
  3. She's in there, and for the record, I'd really like to see her and some of the other models make their way to Jedi Academy some day!
  4. Thank you, @@Ramikad, it worked!
  5. I was hoping someone might have a quick solution for what I'm trying to achieve! What I'm trying to do: Upon firing a trigger, moving a player from one spot to another, via a script. Context: Speaking to a non-player character presents a brief dialogue and then fades the screen out, despawns that npc and spawns them again opposite you in a new location. Moving the npc is no problem, but how does moving the player work?
  6. I really admire the quality of the work you've shown us so far, please keep it up!
  7. I only have the Jedi Academy scripts to use as references. For conversation, I was looking at t1_inter in particular, which is how I came up with the example above. As for the sparring students, I'm just going to be browsing through tutorials in the mean time!
  8. I quickly put together a room this morning with a trigger_push and my results were exactly the same as the original post. I pointed a trigger_push at a target_position, then pointed a trigger_multiple at a target_activate and flagged the trigger_push as inactive. The player started vibrating on the pad until I used the trigger_multiple, then it all worked fine. Interestingly, this only happened in multiplayer. When I compiled the map in single player, it all worked as it should. I took a look at the .map you sent over to me and what you have is a func_door, which triggers when pushed and also fires off another door. The trigger_push that Jedi_Mediator is referring to is like a jump platform, that whisks you into the air when you tread on it, like the air tunnel in JK2 Bespin.
  9. My plan is to publish more single player content!
  10. Hey, everyone! I've a few questions but some context always helps, so let me explain what I want to create! For the the single player level I am currently working on, I would like the player to have the option to spar with up to five other students positioned around the arena. While you're not sparring, I'd like for two random NPCs to put on a display of swordsmanship. I made two friendly NPCs and gave them a command to attack one another, and they obeyed. But without any more specific directions, it turned into the pair of them just kicking each other over constantly. They would also have a tendency to wander into one corner of the arena and stay there, or drift apart to the point they just looked at one another. I assume waypoints are a key thing here, but I don't completely understand how they work, so some advice in that area would be helpful. The second problem I'm having is with a pair of students who I simply wanted to behave as if they were talking to one another, moving through the different talk animations one after the other. I've done a lot of edits to that script, but the most recent one is below: Every time I update this, something different happens. Most recently, one just wound up jogging on the spot, which'd look great if I was planning to put Wii Fit on a tele infront of her of course, but that might be a tad inappropriate for the setting! Another question down the line is going to be about how to appropriately spawn all of the characters around the map. For instance, Luke is in the main hall. I could set him to spawn when the door is triggered and then despawn the next time, but then you could trick it. Correct me if I'm wrong, but the "if" statement would be the appropriate thing to use here? If anyone with the capacity to help me out could drop a line here, it would be greatly appreciated! EDIT: One of course realises AFTER creating his topic that there is, of course, a forum marked as "Coding & Scripting" so if you feel obliged to relocate this, I'll understand!
  11. I like this one. o.O The folder @@Circa posted had some great ones: https://www.dropbox.com/sh/806a254pnpgmplc/AADNgObEX7LfABRs-538eUTCa?dl=0https://www.dropbox.com/sh/806a254pnpgmplc/AAAouScLxxJJAQ2u-7SqCvg1a/5.jpg?dl=0
  12. I'm pretty sure I have them all. ^.^ I'll update this post and tag you when it's done uploading! @ DukeNukem 2417 https://dl.dropboxusercontent.com/u/48409006/jjs_server_pack.zip
  13. No, you're definitely not!
  14. Kril'dor has always been one of my least favourite levels and I have to say that when I played through it recently with this file, it felt like a fresh experience and I enjoyed it. If I were to critique, though, I would say that the bottom part of the image doesn't have a lot going on and there's room for improvement there. Regardless, I'll be keeping the file installed!
  15. Settled on Skype! ^.^ For passers-by: Create your door and switch brushes.Select each door piece and convert it separately to a func_door entitiy (right-click, func_ menu)Create a brush that envelops the area of the switch and texture it system/trigger.Select and then right-click the brush -> trigger -> trigger_multipleSelect the trigger, then (while holding shift) select the door as well. Tap Ctrl+K to connect the trigger to the door.Open your trigger in the entity menu and give it the key "wait" and the value something like "4", that just stops the door rapidly opening and closing while you're using the switch.Open your door(s) in the entity menu and give it/them w/e settings apply to what you're after! Examples below. Door settings: Trigger_Multiple settings:
  16. I can show you! I assume you want a standard switch, right?
  17. Is there anywhere that we could send submissions in the mean time? Maybe we could build up some kind of backlog if the feature ever rolls out! ^.^
  18. First, I'm going to admit that I did that as well. I also spawned an incredulous number of Lukes to take him down, to no avail. I jumped on the Jerec bandwagon! ^.^
  19. The last time that I tried to best Jedi Academy on Jedi Master mode, I was slaughtered by Tusken Raiders. EDIT: I tried it again shortly after posting the above. Update #2: I've abandoned using the lightsaber; the blaster pistol's where it's at. Update #3: Moved onto Mercenary Activity. So far I've been trip mined, detonated, disintegrated and blasted to pieces by three different weapons!
  20. With regards to Kanan, @@Jeff it may be able to help you out. I'm hazarding that guess based on his avatar. EDIT: Ninja'd! Darn it, @@Barricade24
  21. I would like to see all of them! >: )
  22. I'd support the idea, but making something compatible with the single player customisation menu is actually really, really straight forward. I'd encourage everyone to learn for themselves instead. ^.^ https://jkhub.org/tutorials/article/34-how-to-make-a-singleplayer-species-with-variants/
  23. And were you hoping to play as him, or overwrite the original Luke with it?
  24. That, is amazeballs! I commend thee.
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