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Szico VII

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Everything posted by Szico VII

  1. Well if set_origin can be fixed I guess there's no need for the move command, so that would be awesome!
  2. Yes but then the entity is destroyed and doesn't respawn. Already tried it. And even if it did, it still wouldnt allow console spawned NPC's to operate correctly afaik.
  3. Too many for that unfortunately Well, eventually got it to work. Fx_runner does the damage, deathanim does the effect. Issues - The NPC corpse doesnt get removed, if you animate it to move under the floor the effect also goes under the floor. Currently using a "make invisible" script when it dies and then making it visible again on respawn to get around it. Seems to work alright. Wont work OFC with spawns via the console, only with the ones placed in radiant..Unelss you use lugormod to give spawned npcs deathscripts and spawnscripts.
  4. You need to give it: count: -1 targetname: npc1 npc_target: npc1 delay: 60 And then you need a trigger_once or a spawn script (targeting npc1) to spawn the vehicles at the start of the match. Once it is spawned once, it will respawn itself via its npc_target (which targets itself, npc1) The delay is how long before it'll respawn.
  5. Thats what we're looking into, We're also looking into using a trigger_hurt with animevents.cfg atm. Problem with that is that it requires a new GLA and animevens for every model, atm we're just using different skins on same model but want different death effects.
  6. Man, that might work but thats a lot of fx_runners and trigger entities and rooms to go through Because, really, you need 2 triggers on each side of every door, as npcs would be continuously activating the same script if it was covering an entire room.
  7. Bet you wish you'd asked earlier now 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.
  8. Or low _lightmapscale values. Or low lightmapsamplesize values. Or high light compile settings like samples >3. Or a few others
  9. 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!
  10. Sorry, many edits.. Edit, BIG issue....it doesn't work with NPC_spawner? How come? Perhaps because the npc doesnt have a deathanim?
  11. 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?
  12. Can you run me through how the second script would work with the entities?, Ive not used vector commands before... Is "tmp" the NPC_targetname?
  13. http://jkhub.org/files/file/1335-q3map2-2gb-memory-usage/ If you have a 64-bit OS, use this. Otherwise, you're stuck with using the -lomem switch in your light stage.
  14. I'll give it a shot and let you know, thanks for the tips!
  15. 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?
  16. @@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)
  17. Excellent - cheers @@Fighter. I dont suppose a 'multiple image' upload is also a possibility/?
  18. http://jkhub.org/wiki/index.php?title=Map_Models_-_Image_Reference_Library @Garyn Dakari & @minilogoguy18 You can upload images to the wiki and then link them in the wiki article - time consuming though. You'll have to rename the images to include the modelfolder as a prefix when you're uploading. e.g bespin/bench.jpg becomes bespin_bench.jpg
  19. Hm. I'll enquire..... @@Caelum @@Fighter
  20. Please find last set of images updated for your consideration.
  21. No man ever has a right to play hello kitty games or my little pony games.
  22. I hope its for his kid and not for himself... :/
  23. Are you an electrician? This obsession with wires is a little worrying now In he hope of abating this madness...just for you...Ive messed with them a bit.
  24. New stuff:
  25. I've never even heard of a caulk button. P.S. Hello by the way P.P.S https://github.com/TTimo/GtkRadiant/issues/31
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