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therfiles

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Everything posted by therfiles

  1. Yeah. You should be able to target your info_player_start directly to your target_scriptrunner, however...
  2. What? :wacko: That is so weird. It all worked perfectly for me, even when using a link to info_player_start. I'll look into it.
  3. Hm...I didn't even know these existed!
  4. Plus, I think @@Circa used some script to make the NPCs work correctly, which would only work in SP.
  5. The only problem is getting it to animate correctly. You can do something like this in SP with custom _humanoids, but I think you'd need to do some coding to get it to work in MP, unfortunately.
  6. @@IrocJeff: Sorry for not clarifying. You can use the command runscript to run your scripts. Back to the matter on hand, I just ran a quick test. You're right. What I posted wouldn't work when targeted to the info_player_start. A quick "affect Player" block did the trick. Simply move all the force "0" commands under the affect block and it should work!
  7. In that case... The Welcome Center to Columbia in Bioshock Infinite.
  8. That's odd. I just created a quick script to test it out, and it worked just fine for me. Perhaps check if ALL the force powers were removed? //Generated by BehavEd rem ( "comment" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_ABSORB_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_DRAIN_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SIGHT_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); Does the script run on startup? It works for me at least when "runscript force" is executed. Test out the IBI here.
  9. Oh sweet! A tutorial on ROFFs would be excellent! It's one of those areas that doesn't get much attention.
  10. Hmmmm...I don't know now. I may hop on the #4 boat...
  11. Thanks, @@Circa! Getting the health and force bars right is a bit impossible, as the HUD only has 4 tics, so you'd have to make the bar "fade" into 4 sections, which doesn't quite work.
  12. 10 is growing on me now...
  13. Thanks dude! PM me if you need anything else!
  14. That would be amazing! Thanks for looking into it! My biggest wish is that it would like the space scene in the video, here. The iconic pan-down on Tatooine would look something like this. Thanks A LOT, @@AshuraDX! Hope you're able to help!
  15. Thanks, @@eezstreet! The skybox has been one of the biggest frustrations. The current one is a sad placeholder. Like I said, I'm still baffled on how to create an original skybox. @@Circa was able to enhance some reference pictures I gave him, and got this beauty, but making that into a 6 plane box will take much more. I'm thinking that we'll have to completely re-do the image and make 6 angles to it. So...someone with skybox skills...feel free to jump in anytime Maybe @@Szico VII?
  16. Hey there, guys! Here is a quick video update of the cutscene work. The video will showcase my biggest headache ever: the opening space battle! https://www.youtube.com/watch?v=vFuhU3VJvjM I hope you enjoy it! Please post any suggestions or comments so I can make it even better! In other news, @@Circa has started helping me on this, so hopefully progress will be much faster! Right now, for this cutscene, there are a couple more things that need to be done: New Ship SoundsRebuild LightingNew SkyboxMe and @@Circa are both baffled by how to create the iconic Tantooine skybox. If anyone could give up some tips, we'd really appreciate it!
  17. I'd really love to learn more about ROFFs and use them to create unique camera paths and pseudo-physics for my cutscenes, but 3DS Max is out of my price range, so I hope we get some tuts about more affordable options soon!
  18. I was checking the new member registry for spam accounts, and saw like 10 silly ones. I checked the IP and found 14 more fake accounts, and that they all shared the same IP as #6's submitter. Also, it listed that all the spam bots had voted.
  19. Hey there! Hope you connect with some old (and new) buddies! Welcome!
  20. Yep. Action will be taken. It's ridiculous.
  21. The voting had been rigged. We are currently looking into the matter. 24 false votes were registered for #6. LOL
  22. Simply stunning and horrifying! This map is amazing!
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