-
Posts
519 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by NAB622
-
-
Is that model using a shader, or a texture? And what is the path?
-
You are looking for target_counter. When triggered a specified number of times, it will fire it's target.
Ciutric likes this -
Scripts are made with BehavED. It should be included with the modding tools. I don't think it runs on my current computer (Linux), but I'll be happy to give you any guidance you need, as scripts can be a bit daunting at first.
There is also a LOT of bad information out there - most tutorials take a pointlessly complicated route. Feel free to ask lots of questions.
You can also find me on the JKHub Discord if you would like.
-
It is not possible for a mover to function in more than one way, and there is no way to attach movers to each other. Believe me, I wish it was possible, I would have abused that to no end in all of my projects. Even if you use a script to move everything in unison, as soon as the script moves the door, it will no longer function as a door, negating the purpose.
Now......if you are okay with the door only operating when the container is stationary, you COULD script the door's movement separate from the container. If that's okay with you, then it's your best bet, but it's a bit complicated, as you will have to manually script every part of the door's behavior, and ensure it doesn't conflict with the movement of the container.
The only other options involve faking the movement, similar to T1_rail, or using some other tomfoolery like a skyportal, which will definitely not help you here.
-
I might be misunderstanding what you are doing, but.... Are you trying to make a moving container (The func_train) with a functioning door on it? The door is not possible in JA as part of a larger object, even with scripts.
-
What is the exact error you are getting? Surely it's saying more than just NULL?
-
I would suggest removing all target and targetname values from the entire func_train setup, and then reconnecting everything. Somehow one or more of them got copied across a few entities where they shouldn't be.
-
func_train must be directed somewhere (I think at a path_corner) or you will get that error.
-
I agree with @MagSul. If you look on the grid in your screenshot of Radiant, the door is green, meaning it is a trigger. All brushes in any trigger entity are invisible in-game. Make the door a func_door and it should reappear.
If you are still having issues with the door disappearing, post back here, because a few other things can cause that too.
-
3 hours ago, Mook said:
I'm guessing that you can't make a Variable that stores a random value that you then use as a vector.
I'm guessing it really is if-statements, and some get-set shenanigans like SET_ANGLE depending on If statements being cycled through from that Random number variable.You are correct. Set random value on a variable, then IF...ELSE to determine which way to point the bottle based on the random value, then execute your rotation and other fun stuff. There is no way to do any math or comparison on vectors in ICARUS, so this is the only option.
I have to assume you are using BehavED, it's the only method I've ever used. If you initialize a variable like so:
Then to give it a random value, set it like so:
On the left is the necessary line to use the variable you created.
The center just gets an = sign.
On the right, input your min and max values for the range at the bottom, then click rnd. BehavED will input the necessary command for you.
I use this same username on discord, and I think I'm in the JKHub Discord server, too. I'm not hard to find if you need help.
-
What part specifically are you having trouble with? I can definitely help you get that working.
The random choice of angles should be pretty easy with a random number put into a global variable or SET_PARM. Then use IF blocks to determine which way to point, based on the random value.
To rotate the MD3, use a misc_model, then target it at a func_static or some other func_ entity.
Finally, to rotate the bottle, just make the script rotate the func_ whatever-you-used. The misc_model will copy all movement and angle changes from the targeted entity.
I highly recommend completely encasing the entire rotational area of the bottle in textures/system/clip, because if a player gets anywhere in that space the movement of the bottle will be interrupted and it will look weird.
-
I forgot to mention - you can also apply the active texture to any brush face without selecting it using Ctrl+Shift+Middle-click.
-
If you just want to select the texture on a brush face, middle-click the desired face. Note that this only works on brushes, not patches.
If you also want to select the brush face for editing, use Ctrl+Shift+left-click. You can also click and drag across multiple surfaces like this.
Annoxiouse likes this -
No, it does not. You can differentiate between bots and players, but that's all.
-
On 7/13/2022 at 10:26 PM, mjt said:
I see it lacking in the help documentation in NetRadiant Custom - I just tried it and it didn't work
Bummer. I don't have any means to test anything right now, either. Sorry. Good to know, though.
-
If I understand what you're doing correctly....
You are correct in using the clipper tool. You can do two point or three point clips.
After making your points, you can press enter to accept the change, ctrl+enter to change which side of the points to clip, or shift+enter to slice the brushes through without removing anything. I believe shift+enter is what you want, yes?
-
You cannot connect vertices from different patches, but you can use Ctrl+G to snap the selected vertices to the grid, which should visually have the same effect.
DarthDave likes this -
Just now, mjt said:
do func_groups respect _minlight input separately from worldspawn? As in can I use it on any func_ entity like func_doors as well even if global ambient is at 0?
I believe so. I know it works with other parameters like _lightmapscale, so I don't see why _minlight would be any different.
-
There are two decent solutions here:
Use -bounce on your light compile. It will give you the exact effect you are looking for (Light bouncing from surface to surface), but it will cost extra time to render. 3-4 bounces should do it.
A quicker solution is just adding more light sources to the room.
If you want the fastest (Although worst looking) solution, you can use _minlight on the brushwork below the x-wing to prevent any harsh shadows (Make it a func_group first). A value like 25-30 will probably work fine.
-
Honest question, don't you mean func_group instead of func_static?? I thought entities were culled during an ASE conversion.
-
...After some careful thought, I think this might just be possible.
Create a massive trigger_multiple that encompasses your entire map, target it at a target_scriptrunner with the runonactivator flag, and have it check for which weapon is equipped. If the thermal detonator is equipped, change a SET_PARM value on the NPC/Player that triggered the script.
From there, you'll need to transfer the value from the player's SET_PARMs to a global variable, but there are many easy tricks to do that, depending on how your level is set up, assuming this is single player.
The downside to this is that it might slow the game down, so you'll want to activate the trigger only when needed, and deactivate it as soon as it has served it's purpose.
-
I don't know about the -patchmeta flag, but I can tell you that there has to be at least one brush in the map for the conversion to work.
If you don't have one, then just make a tiny brush that is textured with all caulking in the center of the map. Retry your conversion and it should work fine, despite the added brush being useless.
-
Trigger_multiple can be used by the player, so just use that. It'll make everything simpler going forward.
The doors cannot function like a train without a script, and scripts are not compatible with the team key. So if you want anything fancier than two teamed doors, you'll have to script it from start to finish.
-
Yes. Make two separate doors, one moving in each direction like you want. On both doors, add:
Key: team
Value: <make up a name>
You may have to use a trigger_multiple to fire one of the doors (not both). If you do, make sure you give it a wait time so it doesn't rapid-fire the doors.
If all goes well, the doors will always move together, including when blocked and when reversing.
Problem with entities and NPCs (Mapping issue / Radiant 1.6.6)
in Modding Assistance
Posted
If you hit the entity limit, the game will immediately crash, so that is definitely not the problem here. Although, you are certainly close to that limit (1024), so be careful how much more you add.
The best place to start is in the entity window. Can you show the parameters for one of the triggers and one of the spawners? Maybe they're triggering a script or something, or there's a targetname conflict.
Also, if you haven't already, start your map in-game and type /developer 1 in the console, it might give some helpful debug messages.