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NAB622

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Everything posted by NAB622

  1. I think I got my wires crossed somewhere, let me make sure......narshadaa is your map, and secbase is the sample you are using?
  2. I got Radiant set up correctly now, so I can see what's going on a little better. Let me make sure I understand this all correctly: trigger_once | V +--------------------+----------------------+ | | | V V V target_activate target_scriptrunner misc_model_breakable | V trigger_once (To end the level) From what I can see, the misc_model_breakable will not work as configured. The issue is with the spawnflags. Remove the USE_NOT_BREAK flag (Or set spawnflags to 56). The documentation is a bit ambiguous because both firing an entity by targetname, and a player "Using" an entity, are both referred to in the documentation as "Using" the entity. Bearing in mind that "Using" the entity likely refers to the entity being fired by targetname in this instance, here are the relevant bits in the misc_model_breakable documentation, emphasis in red: In your case, both of these options are set. I believe they are canceling each other out, which prevents the misc_model_breakable from working as desired. If anything else is not working, test it in-game with debug messages on (In the console, type developer 2 to turn them on). It should be fairly easy to see what parts are not working from there.
  3. Sorry, got sidetracked and forgot to respond. It's been ages since I played Jedi Outcast, and I never looked into SP mapping. Someone else would have to chime in on how that stuff works. All I can tell you is that I don't see anything being triggered directly by the misc_model_breakable. I also don't have Radiant set up properly, since I no longer have a workflow for JA, so I'm having a hard time seeing anything. Here's what I see on the misc_model_breakable on the Nar Shadaa map: On Secbase, here's what I see on the trigger_once: And here's the misc_model_breakable: In Secbase, you have it set up such that the trigger_once is firing both the misc_model_breakable and the target_scriptrunner. When you activate the trigger, what happens? Specifically, does the script run? The misc_model_breakable should destroy itself when the trigger is activated, but I don't know anything about that particular entity, since I've never used it before.
  4. The misc_model_breakable entity appears to be SP only, and I am used to MP mapping, so I don't actually know much about it. That being said, I did notice a few things. Most importantly, neither of the misc_model_breakable entities is actually firing anything. I don't know exactly what is causing Nar Shadaa to trigger a level objective, but it is definitely not that. In secbase, there is a targetname and a script_targetname on the misc_model_breakable, but both of these are for triggering things on the misc_model_breakable, not for causing some other effect. That said, if you remove the targetname, it should behave normally again. According to the entity definition: This implies that the presence of a targetname will disable the player from "Using" the entity in game.
  5. All right, I got the files. I have the level open, but I need to know which entity I am looking for exactly. Can you provide any screenshots, entity details, or an entity number to guide me to what you're looking at?
  6. My username here, at Gmail.
  7. I've never worked with single player maps before, so any answer I give is speculation. My first thought is, it is possible there is a script or some other entity triggering the objective. I would have to see the entity configuration, and possibly the map in question, to be able to tell.
  8. Misc_model_breakable is a damage-based entity. The way you have it configured, you need to destroy it to activate it. I do not know how single player entities work exactly, but I believe there is func_usable or func_button, try one of those. I do not know how to make it trigger a level objective, but one of those should at least get you started on the right track.
  9. I'm assuming you're making a singleplayer map? Can you be more specific about what's going on? What entity is the object/trigger, and what parameters do you have on it?
  10. Before getting too deep, I'm going to cover the obvious issue first, just to be absolutely sure. The width and height of your texture must be a power of 2: 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, etc. I get the feeling you already know that, but it's easy to miss. Also, if you're using a JPG, make sure you are not saving it as "Progressive", these images are intended for web browsers and are not compatible with JA. I have a bit more time now, I'm going to dissect your original post a bit... When you say no change, do you mean it is broken both ways? And what files did you use from the game assets? That makes sense, because the game tried to load a JPG file as a TGA. Using the wrong parser on code as fragile as JA could certainly cause a crash. Nah, this isn't a code issue. I do recall the game being very picky about the textures used in effects, or maybe I was just new to it myself at the time. But changes are certainly possible, so I don't think the code will hold your answer. This behavior is correct. According to the Q3 shader manual, cull disable and cull none are synonymous with each other: https://icculus.org/gtkradiant/documentation/Q3AShader_Manual/ch02/pg2_1.htm#cull For some reason, JA added a third option called twosided, which is also synonymous with the other two. They all do the same thing. This is also correct behavior, JA will try all valid file extensions on its own. Unfortunately, I don't know anything about .sab files, so I won't be much help with this.
  11. Start a new copy of the game, then type /developer 1 in the game console. Load a map, then look through the console's history to see if there are any errors relating to your problem. It should tell you what's wrong, but the message might be buried.
  12. I believe the heartbeat is how your server reports to the master servers. If there is no heartbeat, it will not show up. Either you have no master servers specified in your config, or your game server failed to start. Yes. As long as you have decent hardware, you can do this without issue. On a lesser computer, you may want to restrict it to testing only, to prevent the server from getting choppy for other players. It's not the end of the world, but Wi-Fi adds some extra latency, and it gets much worse when the signal gets weak. By all means, use whatever you have, but if you can use a wired connection, it's a great idea.
  13. It's been forever since I ran a JA server, so I'm probably no help, but...if you leave the server running for several minutes, do you see any heartbeat messages? What server(s) are they being sent to?
  14. It's been a while, but I think they do that when you take their weapons.
  15. Yeah, if it was a hardware failure you'd see it in all kinds of things, not just JA. Has to be some weird software issue. Try a BIOS update, too. Some AMD graphics cards don't work correctly without one. Probably unrelated, but who knows.
  16. I've also had issues like this from failing graphics cards. Try the drivers first, though. For the record, what graphics hardware are you using?
  17. Do not modify the game's base assets files (Assets0.pk3 through assets3.pk3). Ever. Nothing good can come from it. The correct way to install mods is far easier and less destructive. Just to be clear before proceeding further, how exactly did you install movie duels, and how are you launching it?
  18. What you want to do is very easy in theory, however it risks a crash on the game server so I do not recommend it. Regardless, here's how you can do it... Create a target_level_change, and set the mapname value to the name of the map. Set a targetname on this entity as well. When fired, this will effectively reload your map. (This function is bugged and has a chance to crash the game server!) In multiplayer, all scripts on an NPC are terminated when they die, including the deathscript, which makes no sense. Instead, try setting NPC_target, and give it the targetname of your target_level_change. Assuming none of these items are bugged, the level should now reload the map when the specified NPC dies. If you would like a delay before the reload, use a target_delay in between the NPC and the target_level_change. If you would like printed messages to the players before the level change, use a target_print.
  19. We'll need a little bit more information than that. Are you talking about ICARUS scripts? What is the full context of what you are trying to do?
  20. If it's any help, I believe you can put the PK3s you want to load on individual mods into the folder with each mod. So for JA+, you can put some PK3s into the japlus folder, and they should only load for JA+. Barring that, I'd suggest creating a batch file to rename/move files for the mods as needed.
  21. One other thought, here...does it have to toggle on AND off? If all you need is to turn it off, that is possible. Turning it back on is a problem, though. Also, would a visual trick suffice? I can think of a method of swapping out the moving part for a stationary one. If the player cannot physically interact with the objects, this might be doable, although a bit janky.
  22. I think you're supposed to launch the .exe file through Steam, then add launch parameters for your extra stuff. See if adding +set fs_game ojpenhanced as a launch parameter in Steam does what you need.
  23. Just thinking out loud, but isn't the Deck supposed to just run custom games within Steam, and then you can set launch options for your parameters in there? I might also be a bit confused what your setup is.
  24. I think the only way to make them switchable is to simulate the movement with a script to begin with. The problem with a script is that the acceleration will not be the same as a func_bobbing or func_pendulum. Bobbing/pendulum have a smooth start and smooth stop, whereas scripted movement has a sharp start and smooth stop. Personally, I recommend rethinking your solution to not require the use of either of these as switchable items. Even if it just means you use a func_door or func_wall to cover them, that is the better answer.
  25. For what it's worth - ParaTracker has a "Trim nonsense characters from server names" option under the visual adjustments. It is on by default, disabling it should make them visible. If it does not, then I have a bug to fix. Either way, glad to hear the issue is resolved.
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