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Posts posted by Langerd
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Many thanks for answers
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How to start the map as other character than player. For example as stormtrooper without force powers and only with blaster. And bonus... i play my map but the first thing i do is type the playermodel stormtrooper and playerteam player. When maps changes all weapons stay but i game change me to the player... How to make it?
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Hmm i gave the doors spawnflag light and add color of it but it doesnt work. Any ideas why?
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Why reborn_new (the more common enemy in the game) has more Hp than Rebornmaster???
Angel Soul likes this -
Yep I checked. The stormtrooper officers are shooting normal when i am close. But normaly.
Repeater is bugged :/ when i am close they start shooting normal but They DONT fire 6 shots - pause- 6 shots! They fire 1 shot -pause- 1 shot. And this is bugged.
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So far the repeater is glitched... bowcaster doesnt work ,blaster pistol doesnt work... i thing it is hardcoded or bugged. Cncussion rifle works but it deals only 20 dmg when Rax hits me. Cultists are shooting alt_fire at me and evade attacks (It is cool :3).
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Nope it works with stormtrooper fine :/ . It works with e-11 rifle without any problem. But repeater is bugged.
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I found somewhere that you must use a script to make npc alt firing.
-set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" );
But i have question about how to make them using the blaster pistol shot but charged one?
This is more advanced scripting i guess
And also i find a glitch - when npc with repeater has a alt_fire on it works fine (when i am like 3-5 meteres from him) but if i will come closer... he starts shooting normal bullets but only one. How to make him shooting alt fire all the time? (sry for english i am polish) -
A missions where one guy is a jedi and the second is a mercenary. Jedi must use the force too help a merc and merc must blow something up or hack the computer.
Angel Soul likes this -
Ok it is working thanks guys
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I used a hammer editor for team fortress 2 ( source engine btw) and i could parent a barrel model to the invisible doors so the barrel looked like it flew up.
Is there any possible way to make a md3 doors and use them like the func_door? -
YES IT WORKS!
https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpf1/v/t34.0-12/10716259_1517776348469514_1667952134_n.jpg?oh=56afb727e7da9223c2333126ede10aba&oe=54238126&__gda__=1411628178_a1448b1d4d49eaa2b76cae6d542994b3
https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpf1/v/t34.0-12/10708408_1517776345136181_327332447_n.jpg?oh=68b8b855c0539266b5800b3003d65df2&oe=5424903E&__gda__=1411673326_1b6a503f9d3266446156f1a6ae006501
I changed origin in the effect file. I used many variants and i finnally got it right!
Many thanks guys for help -
Yep ... And it doesnt change anything. The *flash tag in for example e11 rifle is a tag in glm that creates a shot from the gun ( In third person mode not first person because first person is using md3 model not glm). So i dont know ...
When i moved model it worked. But the model was flying in the air 10cm above the floor.
The only one way is i can make it bigger or create effect on the model but this is too much work... (sry for english i am polish) -
Nothing works I am moving the tags but it doesnt work
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Hmm should i change a *flash tag? Or should i lower the *weapon tag?
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Ok nevermind about first question. I changed the colour. Now what should i do in efx file to make the starting point of laser lower.
//
// glow
Line
{
name line1
spawnflags cheapOrg2Calc
size
{
start 1.75 2.5
}
rgb
{
start 0.3 0.0 0.0
}
shaders
[
gfx/misc/whiteLine2
]
}
// hotter core
Line
{
name line2
spawnflags cheapOrg2Calc
size
{
start 0.15 0.27
}
rgb
{
start 0.3 0.05 0.05
}
shaders
[
gfx/misc/whiteLine2
]
}
// blue glow
Particle
{
size
{
start 1.0 1.5
}
rgb
{
start 3 0.1 0.1
}
rotation 0 360
shaders
[
gfx/effects/whiteFlare
]
}
// whiter core
Particle
{
size
{
start 0.5 0.8
}
rgb
{
start 3 0.1 0.1
}
alpha
{
start 0.1 0.1
}
rotation 0 360
shaders
[
gfx/effects/whiteFlare
]
} -
Ok two questions
- want to change the color of the laser to red
- is there any possible way to make the startring point of the laser lower?
Ah this mine looks like this one from battlefront http://img4.wikia.nocookie.net/__cb20090925124313/starwars/images/e/eb/HX2_Battlefront.jpg -
OMG THIS IS AWESOME MODEL!!!
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it is, and has been done
OJP had that feature if I remember correctly
But it is possible on sp engine?
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Is this possible? I mean it would be cool. Even on the mp engine.
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IT WORKS!!! AHAAHAH Many thanks guys 8D
If you want to do it (If you want to know)
1.place emplaced_eweb and ofcourse a guy who will use it
2.place next to eweb a waypoint_navgoal and give it targetname eweb_1_nav . Then name emplaced_eweb give targetname eweb_1_gun and to the npc give targename eweb_1_trooper
3.create a target_scriptrunner and then named it whatever you like. Give it the spawnflags:
usescript - hoth2/eweb
parm1 - eweb_1_trooper
parm2 -eweb_1_gun
parm3 -eweb_1_nav
The targetscriptrunner should be trigged a while after the npc will spawn or it will doesnt work. Again many thanks for answers -
OK! I checked how it was made in hoth map!
Script runner
usescript Hoth2/eweb
parm1 eweb_1_trooper
parm2 eweb_2_gun
parm3 eweb_3_nav
And add snowtrooper and my npc. Snowtrooper used it. Maybe it is caused by npc_class or something. I will check now -
Hmm Maybe i will use the script from hoth2 map. I compiled a bsp hoth3 to .map format and looked how it looks like in gtkradiant.
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You mean the turret like the one on Kejim, right? I think I know what you mean. But as @@mrwonko already said, it's impossible without a script.
Maybe I'm wrong, but I think you have to edit the map, locate the NPC and assign him to use the turret.
Yep this turret you use to destroy the gate. Anybody know how to make one?
bevel glass wall doesnt reflect the blaster shots
in Modding Assistance
Posted
The problem is in the topic... Why ? It happens only with patches and bevels...