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Akkarin

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Posts posted by Akkarin

  1. Thanks for the answer.

    I will try to give the  notarget to to the rebornmaster. I didn't know that NPC in Cinematic behavior also look at other NPC near by.

     

    Yeah I might want to change the way to kill him in the future. I looked at your scripts for inspiration.

     

    Thank you again!

    Langerd likes this
  2. Hi to all icarus experts out there!

     

    I have two problems in creating cutscenes.

     

    1.)  I spawn two actors with ents

    {
    "spawnflags" "32"
    "angle" "180"
    "origin" "1376 -24 -3176"
    "classname" "NPC_spawner"
    "Npc_type" "RebornMasterStaff"
    "spawnscript" "kor1/invisibleNonSolid"
    "npc_targetname" "npc_rebornmasterdoor"
    }
    {
    "classname" "NPC_spawner"
    "Npc_type" "Player"
    "origin" "1309 -29 -3175"
    //"spawnflags" "224"
    "npc_targetname" "npc_fakeplayer2"
    "angle" "0"
    "spawnscript" "kor1/invisibleNonSolid"
    "deathscript" "kor1/playerdeath"
    }

     

    I let them fight each other with a script :

     

    use ( "npc_rebornmasterdoor" );
    use ( "npc_fakeplayer2" );

    affect ( "npc_rebornmasterdoor", FLUSH )
    {
        set ( "SET_INVISIBLE", "false" );
        set ( "SET_SOLID", "true" );
        set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" );
        set ( "SET_NO_ACROBATICS", "true" );
        set ( "SET_INVINCIBLE", "true" );
        set ( "SET_RUNNING", "true" );
        set ( "SET_WEAPON", "WP_SABER" );
        set ( "SET_SABERACTIVE", "true" );
        set ( "SET_WATCHTARGET", "npc_fakeplayer2" );
        set ( "SET_FIRE_WEAPON", "true" );
    }


    affect ( "npc_fakeplayer2", FLUSH )
    {
        set ( "SET_INVISIBLE", "false" );
        set ( "SET_FORCE_INVINCIBLE", "true" );
        set ( "SET_IGNOREENEMIES", "true" );
        set ( "SET_NO_KNOCKBACK", "true" );
        set ( "SET_IGNOREALERTS", "true" );
        set ( "SET_ORIGIN", < 1333.000 -26.000 -3175.000 > );
        set ( "SET_ANGLES", < 0.000 0.000 0.000 > );
        set ( "SET_SOLID", "true" );
        set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" );
        set ( "SET_NO_ACROBATICS", "true" );
        set ( "SET_INVINCIBLE", "true" );
        set ( "SET_RUNNING", "true" );
        set ( "SET_WEAPON", "WP_SABER" );
        set ( "SET_SABERACTIVE", "true" );
        set ( "SET_WATCHTARGET", "npc_rebornmasterdoor" );
        set ( "SET_FIRE_WEAPON", "true" );
    }

     

    with the next script I want to kill the reborn and let the fakeplayer turn to kylo. Fakeplayer turns as intended, but still looks at the dead reborn

     

    affect ( "npc_fakeplayer2", FLUSH )
    {
        set ( "SET_ORIGIN", < 1333.000 -26.000 -3175.000 > );
        set ( "SET_MORELIGHT", "true" );
        set ( "SET_NO_PVS_CULL", "true" );
        set ( "SET_RENDER_CULL_RADIUS", 1000.000 );
        set ( "SET_INVISIBLE", "false" );
        set ( "SET_SOLID", "true" );
        set ( "SET_BEHAVIOR_STATE", "BS_CINEMATIC" );
        set ( "SET_WATCHTARGET", "NULL" );

        affect ( "npc_rebornmasterdoor", FLUSH )
        {
            set ( "SET_UNDYING", "false" );
            wait ( 3000.000 );
            kill ( "npc_rebornmasterdoor" );

            affect ( "npc_fakeplayer2", FLUSH )
            {
                set ( "SET_FIRE_WEAPON", "false" );
                set ( "SET_SABERACTIVE", "false" );
                wait ( 500.000 );
                set ( "SET_SABERACTIVE", "false" );
                set ( "SET_WATCHTARGET", "npc_fakeKylo2" );
                set ( "SET_VIEWTARGET", "npc_fakeKylo2" );
                set ( "SET_LOOK_TARGET", "npc_fakeKylo2" );
                wait ( 2000.000 );
                set ( "SET_WATCHTARGET", "npc_fakeKylo2" );
                set ( "SET_VIEWTARGET", "npc_fakeKylo2" );
                set ( "SET_LOOK_TARGET", "npc_fakeKylo2" );
                set ( "SET_ANIM_BOTH", "BOTH_STAND2" );
                set ( "SET_ANIM_HOLDTIME_BOTH", -1.000 );

    ...

     

    Can someone tell me how to stop the fakeplayer to look at the reborn?

     

    2.)

     

    I use a similar foundation with ents and spawning. This time, everytime i run a script my fakeplayer changes its origin to the last position of the player. How can I prevent this?

     

    Thank you for your help!

     

  3. I think changing those will not affect the character's rank in any way. If anything, it might just make them dumber :D

    Still, don't take my word for it. Experiment! Just remember to make back-ups, just in case.

     

    Now, who among us knows this stuff better? Maybe @@eezstreet or @@Jeff?

    I finally found the time to experiment. I did not find any combination to avoid the pushing. So if we don't change the code there is no way?

  4. Hi all,

     

    I have a problem. I play a SP and changed a lot of character models. Now on some cutscene randomly the character model disappears or don't play the animation. Next time i load the exact same cutscene a different character disappears.

     

    Did anyone stumble across this type of bug?

     

    Thanks for the help!

  5. Hi all,

     

    in modern games the lightning is on the face is rendered and not printed on the texture of the face for example. I recently made my first model from scratch and painted the texture of the face in zbrush, but in game the texture looks bad compared to standard or the good models from here.

     

    So my question to the texture artists here, how do you bake the textures in zbrush with the shadow and normal and bump maps so that the model looks good in jedi academy?

     

    Thank you!

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