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Everything posted by Lazarus
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You portal can't touch the water, I believe the entity needs to be at least 8 units above it
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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 -
This is what I actually pulled up from the thread about SP mapping ... is your sound placed on the chan voice channel?
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Have you packed it up in pk3 already? Same with credits and opening crawl, it needs to be in pk3 rather than base subfolders
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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
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Instantly Disappearing Corpses and Effects
Lazarus replied to Droidy365's topic in Modding Assistance
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. -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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. -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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 -
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!
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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.
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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.
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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)
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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. -
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" ); }
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@@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
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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" ); }
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As stormtrooper fan boy I will surely follow this with interested, I do can help you with some stuff if needed.
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Ask in the "Mod Requests & Suggestions" forum. Sounds like a frankenstein to me.
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Run script on certain health or shield value?
Lazarus replied to Lazarus's topic in Modding Assistance
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 -
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?
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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.
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Else use a print command via script linkt to a trigger to show tekst
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Atlantis and other projects + Playable Alpha
Lazarus replied to Sting's topic in WIPs, Teasers & Releases
Didn't Immenor do a Massasi temple? Check online or ask on filefront threat here -
Just record a blank sound and add that.
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
@AshuraDX I would be thrilled!