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Posts posted by Apprentice
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He has requested me to help via PM, ...
I don't get it. People here are trying to help him and he's still 'enlisting' the help of other people here . . .
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I did simple conversion of all 99 maps Some of them work, some don't
Needs Elite Force pak files to work
https://docs.google.com/file/d/0B9KLDU9LEqWgR3BVR2xsX0VPeDQ/edit
Installation:
- Place the downloaded Star-Trek-EF.pk3 in base/ folder
- Copy pak0, pak1, pak2 and pak3 files from Elite force into JKA base/ folder
- Rename files:
pak0.pk3 -> AApak0.pk3
pak1.pk3 -> AApak1.pk3
pak2.pk3 -> AApak2.pk3
pak3.pk3 -> AApak3.pk3
If you don't rename the pak files they will overwrite your jedi academy mods
I question its legality . . .
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Problem is, the turbolifts wouldn't work so well with JKA... . No floor select....although I do believe it is possible in some way...
Perhaps someday it will be added to OpenJK . . .
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I'm surprised that no mapper has stepped forward. There are quite a few active mappers right now.
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 . . .
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No, unless they have been ported to JK2/JK3. Elite Force uses a different BSP version . . .
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You mean if you spam the trigger button while the doors are already moving?
If so, you could use the key "wait" on the door, in GTKradiant and set it to the equal amount of milliseconds that the door is moving. This will unable you to press the trigger until the door has stopped moving.
That works but I was wondering if I could get the same result by scripting . . .
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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 ??
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Again ?? --> http://www.kotor-galaxies.proboards.com/
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It was installed with GTK Radiant (1.4) . . .
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Sure would've been nice if it didn't hang on the required update thing . . .
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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" ); }
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A syntax error, that's odd. Try changing the extension to .wav and see if it will compile like that.
Doesn't compile either, same error message . . .
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That unfortunately gives an error message when I compile the script:
Parsing 'CIC.txt'...
CIC.txt (10) : error: syntax error : expected string; found IDENTIFIER
Line: sound ( CHAN_AUTO, sound/Aurelia/Holodeck_doors.mp3 )
ERROR: at block #4!
press a key: -
You should see information about what is happening with triggers and scripts. For instance before I even looked at the script I ran the map with developer 1 and walked into the trigger. I saw that the scripterrunner was triggered and that it rotated the target brush model to angles 0 0 0. That told me that it's was only doing that task each time. Saving me the time of picking through a script to know what is wrong.
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 . . .
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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 ??
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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
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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 . . .
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4 weeks later, still can't get it to work. Anyone interested in making an example map ??
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Run the map with devmap and do developer 1 in the console. Pay attention to what the console tells you about the scripts activation or lack thereof.
Nothing of that kind. Only a lot of models which the game cannot find . . .
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Hmmm...is there any error messages/difficulties you've had? It seems like other users have been able to implement it successfully.
Nope. Followed it to the letter to no avail . . .
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I've been trying to implement the following tutorial into my map: http://jkhub.org/tutorials/article/103-rotating-doors/ but both a modified version as well as a direct one-on-one approach has no result here. Please fix this asap . . .
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I've read similiar threads but none of them had an actual conclusion for my issue.
So we have this one client always messing around so we decided to ban him. Beside the fact that he has dynamic IP he also uses VPN's to connect to our server. My question know is is there a mod or something to ban his MAC-Adress? I think this isnt as easy as to change his IP...or is there even something better? Anything that you cant change?
Why ban him ?? If he uses a dynamic IP address, you can contact his ISP with an abuse report and they will take care of the rest . . .
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Fighter is talking about including the original readme from the original author from which you borrowed from or who made the mod. Not a readme in general. That should be common sense to write up and include, if not required.
One of the rules is that the file will have to contain a readme containing certain information.
I don't see that in his post . . .
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