Jump to content

Lazarus

Members
  • Posts

    359
  • Joined

  • Last visited

Everything posted by Lazarus

  1. 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!
  2. 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.
  3. 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.
  4. Hmmm, the whole site of Lassev is down for cutscene and npc behavior tutorials. I guess more trial and error ...

  5. 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)
  6. 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.
  7. 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" ); }
  8. @@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
  9. 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" ); }
  10. As stormtrooper fan boy I will surely follow this with interested, I do can help you with some stuff if needed.
  11. Ask in the "Mod Requests & Suggestions" forum. Sounds like a frankenstein to me.
  12. 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

  13. NPC ... hurray, we getting somewhere!

  14. Thanks for the explination, i am a bit rusty back in behaved i am just trying to check what conditional values I can use for events
  15. In light of what @@MagSul asked here: https://jkhub.org/topic/9647-preventing-player-death/ I was thinking of doing something simular (different concept), but make the player surrender if he only has 25% health. Is that even possible? I cant recall I ever even seen this, so this is just some mind spin of me. So in light, do an if - else check if player reached 25% health, if so, use script bladiebla.... edit: I saw //(BHVD) affect ( "Player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_UNDYING", "DEFAULT" ); if ( $get( FLOAT, "SET_HEALTH")$, $=$, $1$ ) { run ( "end_duel" ); } } But can somebody explain to me, how the "get - set health = for example 25" makes sense? Arent you setting the health, or does this actually a health check?
  16. Have you tried setting the deathscript in your player entity, rather than via script. I see you use different spawn points, so just applying the deathscript to that entity (i asume you remove him in the next cutscene) will do no harm.
  17. Else use a print command via script linkt to a trigger to show tekst
  18. Didn't Immenor do a Massasi temple? Check online or ask on filefront threat here
  19. Just record a blank sound and add that.
  20. @AshuraDX I would be thrilled!
  21. Reviving this threat. I take a different approach in this concept and the map I am switching arround a tat with new textures and a new setting. Old progress is sadly lost due to external harddrive crash and a reinstall of my old machine. I swear, i should have transfered it all to my NAS. (done that now at least) Anyway the main concept is the same, with just a different setting. So I tested my new skybox already a few days ago with horizon blending, which does the trick, which i ll need. The concept i came up first was an island group, but this is , combined with the ideas i had, a bit hard to achieve, so i went for the lesser approach, and transfered the ideas from island to cove, so one side will have horizon blending, while the rest is inside an island cove, which i hope will be quite fun. I placed yesterday roughly the first 1000 brushes. At some point, i will group them and create a model of the terrain. Below progress. So while I kept grass and dirt textures, i switched up the sand texture. With help of ashura, i figured some stuff out with dotproduct this week about how blends dont produce same outcome when flipped around.(this caused me a main problem in the fading system, but I think i got that base covered now. i am at the moment looking for reed sprites (i found old grass sprites, but i doubt they work, so if anyone willing to share some, please let me know) oh yea, and started with modelling too. My first attempt at palmtree so far.
  22. Long story short, this has to do with the alpha channel in the texture. dot2product is set up as texture blending, so the secondary texture is put over the first texture. Even with 100% visibility on the secondary texture, the primary always shines through a bit, hence it becomes brighter, since the primary texture is pretty bright. If my chosen texture would be the primary texture, without any alpha applied to it, it would work fine. However, as you may guessed, this was my secundairy texture, so it becomes brighter. Switching it around is a solution, however, the problem lies than in blending it back to the brighter sand texture on the beach. The outcome in mind: I ll create an extra sand1 - dirt and sand3 - dirt shader and add those in between, so what will happen is bright sand ... line of dirt .... darker sand .... and then fade away. This requires some terrain modifications, but I am okay with that for in the future. For now, I used primary sand 1 and played with it. Result, seamsless blend,
  23. #revive since i am returning again to the community. Update, since i am now 32 (almost 33) lol, father of a 1 year old son, not much to add that I have to brush up all my skills again
  24. Okay, i was pulling my hair out (i dont have much left anyway), but .... what if i modify the q3map_alphamod dotproduct. It's now set to 0.75, which is the best blend possible, but what if i up to 1? Would that make it stronger? I am trying to read through the documentation but wouldn't that affect the blend?
×
×
  • Create New...