Jump to content

Szico VII

Members
  • Posts

    1,054
  • Joined

  • Last visited

Posts posted by Szico VII

  1. Bet you wish you'd asked earlier now :D

     

    Oh my gosh. You are my hero.

     

    P.S. Could something similar be used to move something like...a trigger?

     

    Well you can definitely move trigger_hurt (did it in Atlantica) so I'd assume so, yes. That was a bit simpler.

     

     

    affect ( "trigger_scriptname", /*@AFFECT_TYPE*/ INSERT )
                {
                    move ( $tag( "ref_tag_name", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 );
                }
    
    

     

    @@mrwonko - EDIT: There appears to be a massive flaw with the method you suggested - the FX_runner wont move through walls or solid objects to get to its destination. Which means that if the NPC moves out other room it starts in the effect breaks down.

    therfiles likes this
  2. Edit: It seems from some trial and error, models not having a pelvis bone in the GLM/GLA makes it impossible to reference an origin of a model using icarus, so the fx_runner cant move there. Interesting.

     

    @@mrwonko - thanks for all the help, I think we're finally at the bottom of getting it all working!

  3. Yeah....I was like WTF.... the deathscript kept running like 4-5 times and the damage worked, but the effect didnt... Weird. Ill try the method above..One sec.

     

    P.S I also had the vector variable declared in a global initial spawnscript. Ah, right....I'll do it your way, works just as well.

    P.P.S Whats the relevance of the NPC_targetname?

    P.P.P.S What effect will the "set_deathscript NULL" have if the npc respawns? Apparently still respawns and works fine, whats it for then?

    P.P.P.PS - Would this break if multiple NPC's had same deathscript and died together? WOuld I need a newvariable/fx combo for each NPC?

  4. Does anyone know of a way to make an NPC deal splashdamage upon death? I'd like to have to run an effect (say an explosion) which also does damage.

     

    You can set splashdamage on fx_runners but this isnt run from a fx_runner, its from animevents.cfg

    I also thought about spawning an fx_runner at the npc origin on death using a deathscript but the origin tag doesnt seem to work in MP for moving entities.

     

    Any thoughts?

  5. In the upload form, what should I put in the "Destination filename" box? I don't want to put a bunch of stuff where it doesn't belong.

     

    @@Garyn Dakari - It depends on which folder the image is in (i.e what level it equates to).

     

    So for example, I'm uploading the images from the /factory folder in the .zip file. The first one is called "barrel.jpg"

    Now, there's models called "barrel" in other folders as well, but as the wiki doesn't allow you to upload images into folders you have to add a prefix using the destination filename box.

     

    So in there, you would add the prefix "factory_"

    So the destination filename would read "factory_barrel.jpg" (Make sure you uncapitalise the first letter of barrel, which it does automatically when the image is first selected (so not "factory_Barrel.jpg)

  6. No not at all - thats partially what this thread is for :o

     

    If you look carefully, at the points where the wire (its not a wire its a bendy metal tube btw) 'bends' there's a grip which is attaching it to the wall and a change in texture of the tube. The yellow tube has no grip but looks okay to me?

    As for the frame, Its just an artistic thing for me, I don't really think there's an issue with it specifically.

     

    Also - That arrow pointing to the ceiling is actually a blown out light.

×
×
  • Create New...