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Everything posted by Asgarath83
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Thanks Yes, i make a Usescript with trigger_multiple. this even i try with the scriptrunner way
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@@mrwonko . yes, is affecting the player because is the player that trigger the multiple... is strange also that the trigger_multiple is deactivatyed after end of the script. i have setted wait to 1... mmm boh. o.o i know that the script work becuase making fading, sound and playerlocking movement corrects. so is just the SET_ORIGIN and SET_ANGLES mmm, so i cannot use tagging indicator... wonderful. >_> okay i will try with manual origins \ angles argh! O.o i need to make 16 triggers like that. o.o
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it is possible to teleport a player in another location of map with scripting? I know is possible to make with trigger_teleport and targert_position, but i need that before the teleporting is played a sound and a camera fade. so i make a script connected to a trigger multiple to change origin and angles of player but not work. and i tried using origin and angles of a ref_tag and not works, so i tried waypoint_navgoal and same, not work. when fade turn to 0, player is again in the place of activation o.o //Generated by BehavEd use ( "switch to Mind dome" ); set ( /*@SET_TYPES*/ "SET_PLAYER_LOCKED", /*@BOOL_TYPES*/ "true" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/spectral/traslationmat.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 1.000 1.000 >, 1.000, 3000 ); wait ( 3000.000 ); set ( /*@SET_TYPES*/ "SET_PLAYER_LOCKED", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "mind0", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_ANGLES", $tag( "mind0", ANGLES)$ ); set ( /*@SET_TYPES*/ "SET_PLAYER_LOCKED", /*@BOOL_TYPES*/ "false" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 );
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mmmm, i got tried with a trigger_once in past... okay, i mistaked, sorry, never tried with multiple trigger. so there is something wrong into the spawnflags or parms of trigger itself .
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it work with script_targetname or targetname with icarus, not with trigger o.o
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every combat sound must be with three variant anger1, anger2,anger3 gloat1, gloat2,gloat3, jdetected1,jdetected2,jdetected3 death1,death2,death3 falling1 pushed1,pushed2,pushed3 gurp1,gurp2 <- for forcegrip choke1,choke2, choke3: <- for force lightning exceptions are: pushfail <- played if resist to force push \ pull drown <- played with death by force drain gasp <- played after forcegripped pain25 <- played if NPC have full \ 75% health pain50 <- played with 75\50% health pain75 <- played with 50\25% health pain100 <- played with 25\0 % health
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you can change the "team" of prisoner to "Team Enemy" when stormtrooper approach to him.
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- 15 comments
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Yes all my mod model are not perfect but i try to make ever better as i can. they have ever some minor weight issue etc specially in upper torso - arms junction part, it's the more difficult to rig for me. O.o however when a model try to slash you in pieces with 2 lightsabers, surely you not watch his nek movement. But that should be problematic in cinematics. : \ with zoome out the face and head.
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I use 3d max 5 because is more precise of blender as modelling program. I fix the vertex moving vertex for merge the other of the other meshes. i make it: 1 ii take a paper 2 - i design the vertexes edge poligon ot the neck \ limb. 3 - i assign to each vertex a letter A, B, C, D, E, F, etc i write a table with each vertexthe coordinates X Y Z of Max. Now i select in edit vertexes mode the neck or torso and i create another graphic of edge vertexes structures. i aligh the vertexes of the 2 limbs, changing coordinates XYZ of A with the verts A of other limb, same for B, C, D, etc,. and so i make a perfect suturation. sometime mesh can be little deformed. if you got a mesh with 10 vertexes and one with 11, the vertexes in ecpetion go to origin of nearest vertex.
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there are already Cloud and Sepiroth models on filefront.
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Try to create a new NPC sentry with another DROID class. i suggest CLASS_ASSASSIN_DROID, so sentry can also electrucute the enemy if enemy touch it. CLASS_SENTRY, CLASS_PROBE and CLASS_REMOTE, seems to not have a good aim. try to the other droid class. Note: this can seriously affected behavour and animation of sentry droid.
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How to delete part of the mesh by simple selection?
Asgarath83 replied to Veosar's topic in Modding Assistance
i fear unique way is circular or border selection with B or C key, into 3d max i use the element \ face selection, instead. :\ -
How is sentry Npc file Aim value? try to set to 5
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Not worry, you not need to open 2 radiant process. you can directly open the map yo0u want, select the brush you desire, use Copy, open the map you are working and use Paste. and you import the brush in the same coordinates. be careful about Texture unalignment.
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Need to be changed in: weaponinit.c for add a new register shader. cg_playersc.cpp and cg_weapons.cpp for change the shader spotted. (the line code are similars.) Also, you need to add the new shader into a .SHADER file. So make me a new shader file and send me the mod with shader file and the gfx image you desire to use, and i build a solution for you for use that.
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cg_players.cpp on SP code. FOUND IT! //FIXME: for debug, allow to draw a cone of the NPC's FOV... if ( cent->currentState.number == 0 && cg.renderingThirdPerson ) { playerState_t *ps = &cg.predicted_player_state; if (( ps->weaponstate == WEAPON_CHARGING_ALT && ps->weapon == WP_BRYAR_PISTOL ) || ( ps->weaponstate == WEAPON_CHARGING_ALT && ps->weapon == WP_BLASTER_PISTOL ) || ( ps->weapon == WP_BOWCASTER && ps->weaponstate == WEAPON_CHARGING ) || ( ps->weapon == WP_DEMP2 && ps->weaponstate == WEAPON_CHARGING_ALT )) { int shader = 0; float val = 0.0f, scale = 1.0f; vec3_t WHITE = {1.0f,1.0f,1.0f}; if ( ps->weapon == WP_BRYAR_PISTOL || ps->weapon == WP_BLASTER_PISTOL ) { // Hardcoded max charge time of 1 second val = ( cg.time - ps->weaponChargeTime ) * 0.001f; shader = cgi_R_RegisterShader( "gfx/effects/bryarFrontFlash" ); } else if ( ps->weapon == WP_BOWCASTER ) { // Hardcoded max charge time of 1 second val = ( cg.time - ps->weaponChargeTime ) * 0.001f; shader = cgi_R_RegisterShader( "gfx/effects/greenFrontFlash" ); } else if ( ps->weapon == WP_DEMP2 ) { // Hardcoded max charge time of 1 second val = ( cg.time - ps->weaponChargeTime ) * 0.001f; shader = cgi_R_RegisterShader( "gfx/misc/lightningFlash" ); scale = 1.75f; } if ( val < 0.0f ) { val = 0.0f; } else if ( val > 1.0f ) { val = 1.0f; CGCam_Shake( 0.1f, 100 ); } else { CGCam_Shake( val * val * 0.3f, 100 ); } val += random() * 0.5f; FX_AddSprite( cent->gent->client->renderInfo.muzzlePoint, NULL, NULL, 3.0f * val * scale, 0.0f, 0.7f, 0.7f, WHITE, WHITE, random() * 360, 0.0f, 1.0f, shader, FX_USE_ALPHA ); } }
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i suppose is gfx/effects/bryarfrontflash
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If you want i build a SP with Open Jk master with the changed shader. tell me the path and name you want. However, yes. is pretty sad is not possible to add by external data force powers and weapons. some thing of the JKA cannot be easily modded because are coded in the code.
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it's not an efx. as force protect, absorb and force sight are shaders strongly hardcoded. Mmm i suppose is hardcoded on the SP\Mp code and using a shader spotted on the tag_flash of the weapon model. you need to change this with code, using a different shader for the specific effect. i not know in which part of code is this shader, but me too need to change shaders for alt fire of blaster_pistol, demp2 and bowcaster. So if you found, please, share with me the code part of that. I thinki you need to find into the code the name of the shader used for bryar effect, so in the explore solution, tipe complete path of the ggfx used. you can see all code parts about this shader. locate the lines about altfire displaying shader of blaster pistol and change with another shader added to your mod. so the edit not overwrite nothing.
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Yes, today it's all okay. i am fixing the colliders. I am at the third of eight dome. after i make skybox, terrain and objects and for moment should be fine, Npc and light i will make laters, end the cathedral i wanna return to config my LOK Npcs \ models \ sabers
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- 4 comments
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- Custom Sounds
- NPC Support
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(and 3 more)
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mmmm i used an Openkjk edited version of the code, maybe some time the startup of game can cause strange graphical issue because i also changed code or vanilla for resolve the problem of the hiding of too many sprites of visual effects. yes, it's strange, it's first time make me that. O.o
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I close engine and restart radiant. rebuild the old map of this morning, all okay. rebuiolding the map with libraries. and now it's okay... Strange graphical issue... D: i have fear that happened again, someone know something about that?
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Total madness... I end to fix on of the dome of my map (md3view issue thread) and this morning i add some stairs. map and building was perfect and okay. This evening.... i add to map some md3 objects insidethe doom of the Mind (a platform as floor on upper section, libraries, a chandeliers and lamps. i buold it and... http://wrzucaj.net/uYQ http://wrzucaj.net/uYm http://wrzucaj.net/uYn What hell is happened to my map? O.o also, i make another rebuilding with a previus back up of my map and i see the same thing, and this morning map was perfect! O.o so is not the map, i think,.. or the md3s... also Menu,.. i cannot see the display screens and options appears like that: http://wrzucaj.net/uYS engine of game is goind crazy?? Ah, console and buiilding not given me any errors. D: O.o