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Lazarus

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Everything posted by Lazarus

  1. Hmm i cant seem to get this to work, but probably i made an error somewhere. I have a target_speaker which sounds an alarm as soon as the npc's strigger the sequence for the alarm. this is all fine. Its a trigger, connected to a target_relay with 4 npc stormies and a target_speaker which sounds the alarm (this works). However, I made a script that will trigger on pressing a button, to silence the alarm (i need to script some stuff still, but the idea is if the alarm is off, the player can move on further without being bothered by stormies, if it isn't there will be more stormies along the ride) However, I cant shut off the alarm. I tried to kill it via behaved, but it had no effect. my target_speaker has a script_targetname called alarm, so i tried to shut it down in behaved by running the following //Generated by BehavEd rem ( "Shuts down the alarm sound" ); affect ( "alarm", /*@AFFECT_TYPE*/ FLUSH ) { kill ( "alarm" ); } but it had no effect. I dont want to remove the target_speaker, but if there is no other way.
  2. Outdoor areas are very dark indeed.
  3. i am using a forcefield soundset on my func_usable ;********************* ;forcefield ;********************* localSet forcefield timeBetweenWaves 0 0 loopedWave ambience/prototype/forcefieldhum volRange 253 255 radius 300 I can actually hear it from pretty far (as soon as I step up the elevator when I spawn I can hear the hum from far away and when i get closer it gets louder, but not as in very loud, but its a present active sound you can hear). I can set a radius on this within the target_speaker?
  4. Is there a way to adjust the volume or range of a sound? For instance. I have a forcefield sound that you can hear almost through the whole area I have mapped, but then I place another target speaker with an ambiant loop in it, yet, I only hear this for maybe max 192 grid units and than its gone (fades out very quickly, while it is pretty loud) So is there a way to extend it, more to speak. I opened the sound textfile, showing me all the sound files. Does anybody know what the last numbers mean for each file, for example the one I use ;********************* ;cairn_energy ;********************* generalSet cairn_energy timeBetweenWaves 0 0 loopedWave ambience/cairn/cairn_energy volRange 240 250 I have this running as a soundSet in a target speaker. What is this volRange? Does this mean the sound only plays for over 250 units from the map around the target_speaker?
  5. Yep, I used Lassev's tutorials on making NPC's do what I want. Its a good start and if you get arround in Behaved, you see NPC's can do all kinds of stuff!
  6. The npc's have their issues too... not the stormies, but thevdock workers. Sometimes they dont trigger make it to the navgoal and the sequence wont start, but thats a debugging problem i guess, better placed waypoints and a few changes in their script. Good point on the fanning out part or the running up part. I ll look into it.
  7. I was looking at this... and my god, you really overdid that lava effect in the tomb there. cracked me up
  8. I actually didnt, I tried it, didnt liked how it looked in the crawl, so i went just with the regular entering, I think it looks more "me" that way.
  9. tiny update, i have been a bit occupied with my work so whenever I get the chance, I launch GTK. I came up with the idea, to build the base inside the mountain, so i started playing arround a bit with ideas (actually I removed a crane in the map earlier today, it wasn't practical and I need to think out another idea for the crate / explosive idea I have, since the crane was large and unpractical. However, I did some work on the inside and created a few new textures (ligths / metal panels). The lamp up there is a model I made earlier. The door is still an issue for me, I cant find a suitable texture so I started with some brushwork.... still havent found the solution yet. before it confuses people, this is actually JKA, and not JO. My HUD is the HUD that was created for the Jedi Betrayal, since you play Kyle Katarn. We thought it would be smart to give Kyle his own HUD back from JKO.
  10. Yep, it was the pk3 issue. I put all files in a pk3 file, ran an old savegame from me, and voila, it did work with my own textcrawl. cheers!
  11. Cheers, looking forward to your new sp tutorials @@redsaurus
  12. Alright, my attempt failed, since it still grabs the old scroll for some odd reason. Now i didnt pk3 it, simply because i am not done yet with the project but i created a new tga file with 512 x 2048. Made an alpha channel and printed on there the text. left the layer with normal text up plus put white over it on a new layer. Saved it as 32 bit tga in a new created menu -> video -> tc_english.tga. Actually I didnt do this with a misc_video, but just used a ref_tag for this, since it does the same. The misc_video even places a model of a camera down, and that didnt work for me, so i decided to do it with a ref_tag. Dropped the lines in my behaved script. /Generated by BehavEd rem ( "Setting up the crawl" ); set ( /*@SET_TYPES*/ "SET_VIDEO_PLAY", "jk0101_sw" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "introcrawl", ORIGIN)$, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "introcrawl", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); rem ( "Setting Up The Players Skills" ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@[member='SaberBlade83']_STYLES*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_ABSORB_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_DRAIN_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SIGHT_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_PLAYERMODEL", "prisoner" ); set ( /*@SET_TYPES*/ "SET_WEAPON", "WP_BLASTER" ); set ( /*@SET_TYPES*/ "SET_WEAPON", "WP_MELEE" ); set ( /*@SET_TYPES*/ "SET_ITEM", /*@ITEM_NAMES*/ "INV_ELECTROBINOCULARS" ); } rem ( "Camera Actions" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "startcam", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "startcam", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam_ledge", ORIGIN)$, 4000 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam_ledge", ANGLES)$, < 0.000 0.000 0.000 >, 4000 ); wait ( 4500.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE );So far it all works, however, it doesnt grab the new tga file to scroll over when I launch the game after compile or test devmap. Is there a way I can point the game to pick my tga, instead of the old one in the assets?
  13. I know from somewhere I could basically make a new textcrawl by basically create one photoshop file and let it go over the screen. I knew there was a tutorial somewhere, but I cant seem to find it. (i dont think this can be changed in strings) ? During my searches, i did find the closing credits in credits.str. With a bit of modding i could rewrite those in a new file and point it to there, am I not mistaken? edit http://forums.filefront.com/sw-jk3-modding-mapping-editing/355327-star-wars-jedi-academy.html
  14. @@Asgarath83 easy peasy, there is a quad and trisouping tutorial in the tutorial section from immenor. Mountains is just the reversed thing bassically
  15. I have sometimes an issue thats is caused by a moving entity, such as the info_player_spawn. It helps to check that out if its still there. Delete it and replace it. (helps for me) I am using GTK 1.4, cause I find that one more reliable than 1.5 (plus controls are easier imo) Also, I dont find easygen a good solution to work terrain with, indeed it brings errors along the road. Ever considered to do handshaped terrain? (Thats how i do it at leas). It does take more time, I must warn you. About your degenerate plane, I have no clue about this why it pops up? If you copied a lot, it migth happen, but indeed as @@Boothand said if you spam your bobtoolz cleanup tool constantly, it shouldn't happen.
  16. Its an NPC and its a scripted event. The action use in Behaved doesn't trigger the same effect the use does in game. It simply fires the trigger. without playing an animation.
  17. Does anybody know what the animation is that is played when you use the "use key" at a console in SP? You stick out your hand to "touch it" yet I cant seem to find it in the animation section in behaved, cause I have no clue what it is named. I need to use it on the npc triggering the alarm
  18. I didnt knew about that command in game (the nav show all) it shows indeed points where you put the markers and if its broken up somewhere.
  19. We used to run this topic on map-craft, map-center.com (wow thats like 2003) and map-review all the time, and it gave you insight what kind of music people are listening to when they are modding. I ll kick off. Right now, I have the album of Markus Schulz alias' Dakota on, which is called Thoughts becomes Things. Dakota - Gypsy Room https://www.youtube.com/watch?v=_ToWUDfyo5Q
  20. So first things first, i turned the wall into a model and clipped it, not sure if i ll do this as well with the ground, but it will help later on with the vis stages during compile. Played the last few days with the scripting arround for some kind of a puzzle. It basically involves the dock workers triggering an event which will trigger a checkpoint. Note that in the video the npc's are very weak, their health has to be fixed and that the door and forcefield still have to be placed, which need to be opeen / turned off by the script. Last but not least, an alarm sound will be heard with possible lights. Need to make all that still, but the principle idea is in place. https://www.youtube.com/watch?v=QaOgmwk9-ws&feature=youtu.be
  21. I solved it, but it costed me a few more waypoints and I think I know why: I have an area portal placed there, which will later be the door. (dont wanna bring my vis into the facility of the huge outdoor in brushes) I think they cannot see beyond the areaportal or the skip shader. I read somewhere in Lassev tutorial NPC's seem to have problems with looking beyond doors, even if they are open. So i did place a few nav points, added waypoints in the func_useble and changed the stormies behavior state (not to a point it would interfear) and it seems to work now. I think it has all to do with the areaportal or the func_usabile (and later func_static, which my door will be. edit I removed the extra navpoints again, and moved the waypoints in the func_usable / areaportal, and ran the script without the extra tasks. It works fine now, so I am gonna asume its either the areaportal or the func_usable that was being the problem. Thanks for the suggestions all
  22. I ll try this and will change behavior then when they reavh spawn, but preferly i like them to spot me when they come out the facility. Glad i am not the only one at least, ill put some extra navgoals in it, and see if this works, but wondering if this isnt an entity killer, you add bassically extra entities to the map which maybe are needed later
  23. Okay let me quickly spill it out. I have a pain_script on my dock workers, once I hit them, they run to a console, press the button, which will trigger an effect (so far, no problem) The trigger_once is linked to a a target_relay, which is linked to 4 npc's which spawn (group of stormies) (so far this works) They spawn each with a spawnscript.(it's tested with a print on the screen, which appears) they each have in their entities the following key: spawnscript value: infiltrate_sp/alarm_stormtrooper_outside which ends up in behaved as this //Generated by BehavEd rem ( "Stormies that come from inside after alarm" ); set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" ); print ( "!This is a message!" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "true" ); task ( "alarm" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "spawn_alarm" ); } do ( "alarm" ); The layout is as following So I guess I made an error somewhere along the road but cant seem to find it. They just refuse to walk to my navigation point where I tossed in the targetname spawn_alarm? Anybody see an issue I missed?
  24. I know, since I have been working on a few new SP maps myself, but the best way is to show people what you have, show in game pictures of your progress, of your modelling work. But you shouldn't be affraid to show us your progress, not telling its there and give us a link. If I may suggest, you put up some screenies, or make a movie of your mod and post it on youtube and link it to the community sites, it gives a lot more insight. I mean, i see on your moddb that you have screenshots there, you can also put them here, and ask for input! Just a suggestion p.r. also a side note, your movie, your map looks like a map from counter-strike if i am not mistaken, the_office in 1.6 (long time ago) or it has some aspects from it at least. It looks pretty cool
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