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Tempust85

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Everything posted by Tempust85

  1. Interesting, I have Max 5.1 and 8 working on win 7 32bit with no virtual machine.
  2. Well I fixed it.......guess what it was Slashes MUST be / and NOT be \ for paths! Got the weapon script working, same with bartender so yay.
  3. It should come up with an error in the console if it can't play a sound, but I converted it to a 44khz, 16bit mono mp3 file anyways. None of my scripts are working for some reason. :S In other news, I've done a temporary menu to skip character & saber select and just load the first level.
  4. It still refuses lol.
  5. Thanks for posting. I have the saber not loading anymore via "noweapon" on player start, I just can't get it to give me the WP_BLASTER_PISTOL. With the bartender, still nothing rem ( "get out of my bar!" ); affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } do ( "Get_Out" ); } Must be my entities then. Here's a rundown of them:
  6. SP. Hmm, won't even load this script: affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } } I have a target_scriptrunner linked to a trigger_once that only the player can trigger.
  7. I've replaced the blaster pistol with the bryar so that's taken care of. Still can't get that script to give me a weapon though. I've managed to stop the saber from being added by checking "noweapon" on the player_start.
  8. I'm trying to stop the saber from being added, it seems to be the default weapon. :\
  9. I edited the weapons.dat to swap out the model. @ SET_SABER1 doesn't exist so I tried SET_WEAPON instead. However, this script doesn't work: affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( $get( STRING, "SET_WEAPON")$, "none" ); set ( $get( STRING, "SET_WEAPON")$, "WP_BLASTER_PISTOL" ); }
  10. Ah right, maybe openjk can have this fixed?
  11. Thanks heaps, my own attempt at setting the weapon via script just didn't work. I found for some reason I can't have any items or weapon entities in the same space as the player start. :/ Any one have an idea why once I upgrade from the bryar to the e11, I can't switch back to the bryar?
  12. Here's a very small amout of play: http://www.youtube.com/watch?v=4maSbTKKp6I Fullbright, no lighting was built.
  13. Here's the bar so far: Already killed the two Gran, but they spawn where the two beer glasses are. Can someone please tell me how to give Kyle a weapon on spawn? Script doesn't work, and I currently have to place the bryar on the floor and run over it lol.
  14. I'm currently upto making the bar, trying to work out icarus lol.
  15. I think it's ready to go. I've finished the weights, but couldn't do the eyes (face_dead look) as the face mesh doesn't match up properly. She can still talk and frown though.
  16. I'll be sure to ask him for assistance if I can't get something done myself. I should be able to at least get a door to work right?.....
  17. Most required talent needed is level designing + scripting. I can do most everything else though.
  18. Yeah I know, but I find it's faster to just texture sometimes rather than going through the process of importing/sculpting/texture exporting. I always use AO & cavity for my own creations (ie my original Stormtrooper for StarWars Battlecry), but this model doesn't have any crazy UVW co-ords so I can paint things alot faster and I don't have to worry about normal maps.
  19. My main goal is to get a path to 8T88 mapped out, then I'll add some other stuff. I'm still learning radiant though. I'll most likely need someone's help in finishing this map but I can at least do the structure, npc and player spawn lol.
  20. Yeah, did that on purpose. Does it seem right to have the lights on the floor? The original DF2 Mod team also has the lights on the roof.
  21. Started on this tonight, here's a few alterations including a WIP new pipe texture with env shine: Can't seem to get specular to work for some reason, using the shader code from player models doesn't work well.
  22. He hasn't been on lucasforums for over a year. Anyways, I got bored tonight: Sign flickers on/off. The textures you see are mostly DF2Mod's recreated textures from their website with one or two Raven textures.
  23. Yeah, DSM hasn't been on for like a year so I doubt he's contactable. I guess if I want it in JKA, I better get to work mapping.
  24. I have no idea who was last leading DF2 mod, anyone here have a clue?
  25. I've posted in the old DF2 thread on lucasforums to see if anyone knows who has any source files.
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