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MagSul

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Posts posted by MagSul

  1. I've two levels for this example. The first level provides the observant player with an opportunity to snag a holocron granting Force Jump level 2. In another level, the player is in the same location at a different time of day with other things happening, but I wanted to leave the holocron there as a second opportunity to the player if they didn't pick it up the first time. What I would like to know is - is it possible to perform a Force Power level check through script/mapping that would remove the holocron if the player already has Force Jump level 2. 😀

  2. To do this myself, I had the info_player_start targetting a target_scriptrunner which ran "intro.ibi"

    At the end of the intro script, I put a command to use a target_scriptrunner with a targetname of "forcepowers"

    cS5WPH7.png

    My "forcepowers.ibi" was just a list of what Force powers I wanted the player to have and at what level. At the bottom is also a command to specify a lack of weapon. You could change that to a blaster or such if you preferred, of course.

    3uqzs1z.png

    I hope this visualisation helps. 😃

    Flashfearless likes this
  3. On 10/20/2021 at 2:56 PM, NumberWan said:

    Theoretically it's possible. Especially if they have unique NPC_targetnames, then they can be replaced with other skins or even models via a script.

    I attempted this method a moment ago!

    All I had to do was add a SET_SKIN line to the academy1/intro script for each of the Jedi Master NPCs. 😀

    "npc_master3/4/5" have a spawnscript enabled by the academy1 map that tells them what animation to perform in the cutscene. There is no reference to them in the academy1/intro script, so I added them with just a line each to specify their skin as seen below.
     

    K3eyo6D.png
     

    Here is the result:

    Spoiler

    JZgQ2JW.png

    I did try the SET_PLAYERMODEL command as well, but that crashed my game. 🙁

    NumberWan and Elysio like this
  4. I followed RichDiesal's tutorial this morning and put together a tiny map with a working func_train entity. I've uploaded a compiled map you can access with /devmap train_example, and an editable func_train.map file so that you can see how it was put together. Hopefully this will help you to identify the cause of your problem. 😃

    Download Link: https://drive.google.com/file/d/1c-X6RcwepSUEx-VnYVUi5RrVIEl60hNe/view?usp=sharing

     

     

    Circa likes this
  5. On a "target_secret" entity, you should set the key as "count" and the value to the total number of secrets on all of them. That said, I didn't do it on a recent map of my own and it still worked, which implies that your issue is being caused by something else. I can take a look at the map directly, if you want to send it over in a DM. ☺️

  6. My preferred method for secret areas is just to right-click the grid in GTKRadiant and place a target_secret anywhere inside of your geometry. Then, create a system/trigger brush and set it as a trigger_once. Connect the trigger_once to the target_secret and you're done! When the player then walks through the trigger, the secret area notification is triggered. 🙂

     

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