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Apprentice

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Everything posted by Apprentice

  1. I miss the Battlestar Aurelia map, which combines some major sci-fi themes . . .
  2. I feel your pain, I've mapped some portions of my Aurelia map on an old Pentium 4 with Windows XP, so more then 3 GB wasn't used either. Perhaps I can help you out with the compiling, since I have an I7 CPU with more then enough RAM installed . . .
  3. Neither have I. It does what it needs to do and nothing more, though I have to say that I prefer the 1.2 version over the 1.4 version . . . So when can we expect MoondogRadiant 1.0 ?? B) B)
  4. I don't get it. People here are trying to help him and he's still 'enlisting' the help of other people here . . .
  5. Perhaps someday it will be added to OpenJK . . .
  6. Indeed they are. Only thing is that this mapper unfortunately doesn't have the time to commit himself to an extensive project such as this . . .
  7. No, unless they have been ported to JK2/JK3. Elite Force uses a different BSP version . . .
  8. That works but I was wondering if I could get the same result by scripting . . .
  9. Don't know how but after resetting everything again, it works now. Only problem that I have that the sound is being played everytime I hit the trigger. Is there a way to play the sound only when the doors move ??
  10. Again ?? --> http://www.kotor-galaxies.proboards.com/
  11. It was installed with GTK Radiant (1.4) . . .
  12. Sure would've been nice if it didn't hang on the required update thing . . .
  13. This is the working script: affect ( "rotadoor1", /*@AFFECT_TYPE*/ FLUSH ) { task ( "drota1" ) { rotate ( < 0.000 -90.000 0.000 >, 2500.000 ); } dowait ( "drota1" ); } This is when I try to add sound: affect ( "rotadoor1", /*@AFFECT_TYPE*/ FLUSH ) { task ( "drota1" ) { sound ( /*@CHANNELS*/ Include Error!!!, "sound/aurelia/holodeck_door.mp3" ); rotate ( < 0.000 -90.000 0.000 >, 2500.000 ); } dowait ( "drota1" ); }
  14. Doesn't compile either, same error message . . .
  15. That unfortunately gives an error message when I compile the script:
  16. I never saw anything happen other then some white print commands while debugging the full map. Now with that portion, I saw some things in blue written in the console. Never saw that before . . . If I may, I have another question: is it possible to program the script so that it plays a sound when the door opens and/or closes ?? I've been trying with the sound option but the moment I compile the script, it gives an error message . . .
  17. Thanks, now it works As for the "developer 1" thing, I've had it enabled when debugging it myself but I didn't see any error messages in the console or could it be an OpenJK thing/bug ??
  18. Forgot to include it, but there is a target_scriptrunner present in the original map. Anyway, even with the scriptrunner, it doesn't turn: http://www.apprentice.be/Dump/CIC_doors2.rar
  19. Here it is: http://www.apprentice.be/Dump/CIC_doors.rar The idea is that all doors are turning (as seen aboard the Battlestar Pegasus) when the trigger is hit. For now, I've tried it with only one door, to no avail. Hopefully you will have better luck then I had . . .
  20. 4 weeks later, still can't get it to work. Anyone interested in making an example map ??
  21. Nothing of that kind. Only a lot of models which the game cannot find . . .
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