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Lazarus

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Everything posted by Lazarus

  1. Player can be targeted by affect. Check if you can disable keys on keyboard and make her look at kyle. Else I suggest cutscene
  2. Have you tried faking it so shoot a reference pic 0up from the water towards sky and make that an env map?
  3. Did some mountain shaping the last few days, since i wanted it to look more natural (above was a nice start) but its a slow and tedious proces, with the ocassional deletion of a group of brushes. Some brush groups are copied for quicker reference on the straight part, but a lot of it is hand placed, but it starts to look like a nice. Happy with the progress and a little later, finnished the side lower outsloped area, and moving now to the other side
  4. Is there an (area)portal in that corridor? I had that problem earlier with an old project as well, i had to lay out an extra waypoint in the end, because it couldnt navigate through the portal / hintbrush. Try adding one for good meassure ... and .. make kyle look at you by adding the SET WATCH_TARGET in Behaved to the player, cause he is now ackwardly turned... lol. After Stop ... why was I hoping for a hammertime .......?????????????
  5. You portal can't touch the water, I believe the entity needs to be at least 8 units above it
  6. A little progress, taking a break from the cutscenes (and partly cause i need to build that in, with an area where i need to add this. I wasnt happy with the rock setup in the back, it didnt gave me a feeling of a cove or that it was "natural" , so i started partly from scratch on this part and added the mountains / cove border trisouped (originally it was stacked quadsoup), which gives me a lot more control. Difference, the small ledge on the bottom is quadsouped, while the mountain and sloped hill is completely trisouped ... thank god for grouping (btw, of scale reference, there is a rodian npc (he triggers a cutscene) on the left side, its pretty big so far with just a mere 1600 brushes, which almost all terrain) Thanks Ashura for helping me partly out with the texturing, but sadly your textures / shaders didnt do the trick for now on this part ... i may add those textures perhaps on another map or build idea (maybe I do something with snow, but first I want to finnish this) and an overview so far
  7. This is what I actually pulled up from the thread about SP mapping ... is your sound placed on the chan voice channel?
  8. Have you packed it up in pk3 already? Same with credits and opening crawl, it needs to be in pk3 rather than base subfolders
  9. Have you packed it all up in a pk3 already. I don't think it works if all is just in base subfolders. It needs to being pk3
  10. You could remove it via script! As i correctly understood earlier here: https://jkhub.org/topic/9858-run-script-on-certain-health-or-shield-value/ is that you can make a script look for a health level ... just check if it's 0, if so, remove the npc from the game.
  11. Actually this is more from fiddling. I started on a cinematic tutorial (forgot kinda who made it, i thought Lassev) and started to work that out further and further with scripting. Like i said earlier in different posts, my scripting is still rusty and trying to figure out what can be achieved and what not is the trick here I been setting my sights on cutscenes since they bring cool story telling, instead of a lineair walkthrough. Thats why i am attempting as well with multiple objectives that shouldnt be done in a specific order and with multiple endings. The ideas that pop in my head everytime i complete something or figure something out is amazing it's a really good feeling.
  12. After some messing arround in scripting and figuring out how to make models appear / dissapear .. here is my first draft of the cutscene where you blow up the rocks... I need to build this out in the map it self, still set the detonator (probably gonna make the model myself with animated icons) to start dissapeared, then appear, and again, dissapear. Also more rocks to dissapear and appear after blow up and stuff, but the basics are in there. Enjoy
  13. tweaked arround, created a func_usable, gave it model2 propperty, that did the trick. Only now to see how i can resize a model with this. https://jkhub.org/topic/8413-model2-key-with-func-useable/ off course, search a bit and you find the awnser close to home Got it working now!
  14. they do have a script_targetname as a regular script targetname ignore the target_scriptname rather than the script_targetname in the rock that was a typo and is already removed.
  15. I am attempting to build a cutscene in which the player blows up a set of rocks via an explosion See as following. //Generated by BehavEd rem ( "camera command" ); affect ( "rock", /*@AFFECT_TYPE*/ FLUSH ) { wait ( 10500.000 ); remove ( "rock" ); } affect ( "explosive", /*@AFFECT_TYPE*/ FLUSH ) { wait ( 10500.000 ); remove ( "explosive" ); } affect ( "fakeplayer-expl", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "plant" ); wait ( 4000.000 ); set ( /*@SET_TYPES*/ "SET_NAVGOAL", "hide" ); wait ( 4000.000 ); remove ( "fakeplayer-expl" ); } camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "expl-cam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "expl-cam1", ORIGIN)$, 0 ); wait ( 5000.000 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "expl-cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "expl-cam2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 10.000, 5000 ); wait ( 5000.000 ); wait ( 3000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); Now the entity rock and entity explosive are misc_models (actually, the explosive is a misc_model_static) yet they wont be removed when my explosive triggers. I havent touched yet the object that my model explosive starts deactivated. So my question is, can misc models be removed? and if so, how do i target them, cause the remove functionality doesnt work.
  16. Hmmm, the whole site of Lassev is down for cutscene and npc behavior tutorials. I guess more trial and error ...

  17. I have a question concerning player positioning. Normally whenever the player triggers a trigger, (in my case a cutscene) where i have the fake player actually walk. I want my player to start from that position, soi thought it required me to place down a navgoal from it to start, but i realized that didnt do the trick, since that is probably for NPC's. So how can I have my player start from a different after the cutscene ends. At this point the script is as following. //Generated by BehavEd rem ( "----------" ); rem ( "Cutscene Start" ); rem ( "----------" ); if ( $get( FLOAT, "RodianChat")$, $=$, $1$ ) { rem ( "----------" ); rem ( "Affects with fake_player and npc" ); rem ( "----------" ); affect ( "fakeplayer", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_WATCHTARGET", "NPC_NebbZa" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_NAVGOAL", "fakeplayer_position_1" ); wait ( 6000.000 ); } affect ( "NPC_NebbZa", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_WATCHTARGET", "fakeplayer" ); wait ( 1000.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" ); } affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "fakeplayer_position_1" ); } rem ( "----------" ); rem ( "Camera Positions" ); rem ( "----------" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cutscene_camRodian1", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cutscene_camRodian1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); wait ( 5000.000 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cutscene_camRodian2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cutscene_camRodian2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); wait ( 5000.000 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cutscene_camRodian3", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cutscene_camRodian3", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); wait ( 5000.000 ); remove ( "fakeplayer" ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); set ( "RodianChat", "2" ); } Do i need to add another entity, rather than the navpoint where it starts from? ... doh Figured that "Set_teleport_dest" with a tag on the navpoint actually did the trick (and i couldnt find how to close and delete this forum post)
  18. minor update So I worked some stuff out in details, and a part of the level has stolen the idea of the t1_fatal. So the rough idea is you land, you cant get through a certain area, because of collapsed boulders. You walk around in the cove to bump into a couple of Rodians with a broken transponder because they lost their ship and need to send a message for help. There will be a salvage site nearby and you got to collect one or two items there. They in return help you to get further, by telling that in the wreckage are explosives, so you can blow up the rocks, so you have to go collect it, then blow up the rocks to continue. Not sure yet what will come next, but i have a clear direction now. So in the cove i am creating now, i have three things to set up first, which is a rodian camp, a salvage site somewhere in the cove with obtainable items, and an area you cant get through to yet.
  19. Fixed. As i looked just over my script, i realized that when I declared my variable as float... i should add that to if statement as well script as well... else it has no idea what to check for. What a cup of coffee cant accomplished //Generated by BehavEd rem ( "----------" ); rem ( "Cutscene Start" ); rem ( "----------" ); if ( $get( FLOAT, "RodianChat")$, $=$, $1$ ) { affect ( "fake_player", /*@AFFECT_TYPE*/ FLUSH ) { } camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cutscene_camRodian1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); wait ( 5000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); set ( "RodianChat", "2" ); remove ( "fake_player" ); }
  20. @@IrocJeff is right. And mods take time to get stuff right. Trial and error, and learn process. Only way you learn it. Do it yourself very rewarding experience. I can help you with stuff, like I told you. Begin with richdiesals for mapping. I am often on jkhub discord if you need help
  21. I am trying to access in my script a certain instance, so in my spawnscript i declared a float with the name "RodianChat" ... then i did a set on that float by setting RodianChat to 1. Now when my player hits a trigger, I want to check the status of RodianChat. So i did an If statement in there to check it, but it wont fire. Scripts are as following //Generated by BehavEd rem ( "----------" ); rem ( "Declare map Variables" ); rem ( "----------" ); declare ( /@DECLARE_TYPE/ FLOAT, "RodianChat" ); set ( "RodianChat", "1" ); rem ( "----------" ); rem ( "Setting up player skills" ); rem ( "----------" ); 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", /@WEAPON_NAMES/ "WP_BLASTER_PISTOL" ); set ( /@SET_TYPES/ "SET_WEAPON", "WP_MELEE" ); set ( /@SET_TYPES/ "SET_ITEM", /@ITEM_NAMES/ "INV_ELECTROBINOCULARS" ); set ( /@SET_TYPES/ "SET_PLAYER_TEAM", /@TEAM_NAMES/ "TEAM_PLAYER" ); } And for the script on the trigger //Generated by BehavEd rem ( "----------" ); rem ( "Cutscene Start" ); rem ( "----------" ); if ( $RodianChat$, $=$, $1$ ) { affect ( "fake_player", /*@AFFECT_TYPE*/ FLUSH ) { } camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cutscene_camRodian1", ORIGIN)$, < 0.000 0.000 0.000 >, 0 ); wait ( 5000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); set ( "RodianChat", "2" ); }
  22. As stormtrooper fan boy I will surely follow this with interested, I do can help you with some stuff if needed.
  23. Ask in the "Mod Requests & Suggestions" forum. Sounds like a frankenstein to me.
  24. All day, every day, i am drinking coffee!

    1. JAWSFreelao

      JAWSFreelao

      you and me both. I got a keurig machine and I've never been happier

    2. Lazarus

      Lazarus

      I got a delongi. Only buy beans the machine does the rest

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