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Everything posted by NAB622
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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.
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func_train must be directed somewhere (I think at a path_corner) or you will get that error.
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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.
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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.
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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.
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No, it does not. You can differentiate between bots and players, but that's all.
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Shadows are very harsh and dark on shader light
NAB622 replied to Lazarus's topic in Modding Assistance
Bummer. I don't have any means to test anything right now, either. Sorry. Good to know, though. -
How to create a cut in a square brush to make triangles?
NAB622 replied to DarthDave's topic in Modding Assistance
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.
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Shadows are very harsh and dark on shader light
NAB622 replied to Lazarus's topic in Modding Assistance
I believe so. I know it works with other parameters like _lightmapscale, so I don't see why _minlight would be any different. -
Shadows are very harsh and dark on shader light
NAB622 replied to Lazarus's topic in Modding Assistance
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.
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Scripting. How to check if a weapon has still ammo
NAB622 replied to Lazarus's topic in Modding Assistance
...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.
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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.
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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.
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What kind of door are you looking to create? Func_door can handle basic back-and-forth movement, and if I recall correctly, using the angles key you can set the movement to anywhere on all three axes at once (Or just angle for a single direction). If you're looking for a swinging or rotating door, or anything with more than a single motion, you'll need a script for that.
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No, it can not. What you are referring to is making a brush part of an entity (func_door, func_breakable, func_wall). The brush is contained within the entity, thus the brush can only have one 'function'.
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The game crashes when I use the Jango Fett model
NAB622 replied to baddude234's topic in General Modding Discussions
Does the game throw an error? We can't really help without the error message, other than simply saying to remove the mod. -
No coding is required. To do it you would have to place the spawn points in a secluded area, with a trigger to instantly teleport players. The biggest risk here is lots and lots of telefrags. And this is also assuming you can teleport players to the location of a moving func_train anyhow. Add in the aforementioned physics issues, and personally I don't think it's worth it. You're much better off just faking it visually. And honestly you can probably make it look better that way too.
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Entities cannot be attached to each other in that manner, with only one exception that I know of (Misc_model). Because of this, and because of the way in-game physics work, it is always better to simulate the movement of the train. I would use func_train and scrolling textures outside all windows to simulate buildings and scenery passing by. Also, it may not be visible in your entity configuration, but you can use target_screenshake to give a rumble here and there to help simulate movement. That said, if you really really need to move the cars, you'll need to override the spawn system and teleport players to the train, assuming trigger_teleport or target_teleport can send players to the location of a moving func_train. t1_rail_sample.map is actually included in Radiant. That said, fullkevlar didn't specify single player or multiplayer, but the entities used in t1_rail are single player specific.
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If you mean a fire effect, you need an fx_runner. I don't know what the fire effects' names are off-hand, but if you check kor1_sample.map, you should find plenty of examples.
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First off, make sure your vador folder is inside the gamedata/base folder, not the gamedata folder. The game always looks for assets starting in the base folder. Second, your texture path needs to be relative to the base folder. You cannot have an absolute path (For instance, starting at your C drive). So, change the texture path to vador\models\map_objects\v2\Concgren.jpg. As long as you moved the vador folder as mentioned above, it should work.