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Asgarath83

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Everything posted by Asgarath83

  1. Well, the strange thing is that A1_SPECIAL fail to me not in import of XSI, so is not the XSI importer that has failed byt Exporting to FBX. LOL, the animation in 3d max work well, the strange things is that when export in FBX A1_Special crash.
  2. 3d studio max 5. It's bad? EDIT: i upload my fbx in the file section, wait for approvation. I hope people enjoy my first gift to JK modders.
  3. Yes, a xsi -> FBX batch function converter should be very useful YESSS! i have ALL ja animation of humanoid in FBX. except the A1_Special that for some foolish reason crash 3d max when i convert LOL. ok i pack and up for you
  4. Really? You want ALL animation of JKA converted by XSI to max to FBX. O.o Okay! I find and upload for all you! Give me a lot of time. I need to search. is pass very time by that work. I hope i have already.
  5. 1 years ago i worked for an amatorial fangame to exporting all XSI animation of Jedi academy into Fbx format. that's allowed to a my friend to use animation of JA in Unity3d for his characters. A FBX \ GLM \ GLA converter is a wonderful idea!! Pity only know i am here and i see your project. if was done some years ago, i was not become madnesss to converts 1700 .XSI animation with 3d max to fbx format. O.o Good Luck Xyca! That's can be a revolutionary tools for multiples users.
  6. Select the light, the info_null and make ctrl-K, the light be directed to the info_null position. I used spot light years ago for the glass windows of a cathedral and for me they work very well. O.o Can we see a screen of the issue in the builded map?
  7. Oh, My. well, i am famous for the long post also in italian forum. for some utent thatlove the short messages that's is little stressing. LOL. ehm, well, i have posted so many times that i cannot remember all my long talks. I remember that's hint for future. Thanks Circa. a motivation because i had not do is also because i got problem with the forum interface of JKHUB, is very different of Forumfree. So i not found the spoiler botton LOL. i pass ten minutes yesterday for discover that was in special bb codes. in the italian forums is at side of QUOTE function.
  8. Done Now i have at good point for map object so i am working for efx of elemental reavers and swords. it's take a large amount of time because after i need to configure all SAB, NPC, and SHADER files, but after i can work about code. After i am ending that's part, i make some video using my testroom and some original Map of JA for testing NPC and blade and weapons, so yu can see how is changed the ui, the Menu, the Hud, the effects of weapons, how are the elemental reavers and How are the weapons and force power modded for be elementals shoots and Vampiric Spells. they are not perfect. for that, i need to change a lot of thing into the code: for correct the issues of Efx of weapons, for add the class damage for elemental vs creature, for make elemental resistance and elemental weakness ton every CLASS of enemy, and for create the missing powers of Vampires and vampires hunters \ sarafans. Dark magic, against Sacred Magic. Very cool.
  9. Wow... really i need to configure better my visual C. is not so accurate. Sorry for question. O.o
  10. mmm, Eez, i have the same problem with your istruction. The code is very big and great. is ... well, 10 mega and more... is very large. very large. searching something is not much easy. When yu tell how to modify a thing, can yu indicate the name of the file container of istruction? or the command line? please. thanks. i ask also because with your tutorial of create new MP weapon when i try to make a new rocket launceher weapon in JAMP game, just for try and learn, i was become little crazy to find the command line of every modification, LOL.
  11. mmmm, there is another thing you can check: tavion_scepter is a NPC that use the lightsaber in right hand, and the WP_SCEPTER in the left hand, yu need to look the AI_JEDI.cpp (i suppose are in that's) or NPC_combats.cpp or NPC_stats.CPP, i suppose that tavion scepter function can be in one of that's files... and here yu can find the code for how to create two weapons carried. really you need to change the WP_SABER and tje WP_SCEPTER with WP_BLASTER_PISTOL not easy, but maybe Tavion can be the key.
  12. Try the saber dual coding. is already for player, should be work, or, as eezstreet told me for unlokc NPC weapons for player. try to check the code of force mindtrick 4 possesion for see how work the pilot of npc. cultistcommando can be possesed with this power and shot with 2 blasters. maybe yu can do an hybric function between the two code, but is HARD to work.
  13. Maybe you can check the code of working of cultist_commando.NPC that shot with two repeating blaster pistol, and see how to integer that code to the player.
  14. Yes, my english is not perfect, so i not understand much fast what you wanna do exactly with icarus, i understood another things. but the Move command with vector... boh, i not think can support the comamnd of +1 or -1, but i not know because i never used much as command. i use principally affect, set, signal, waitsignal, and dowait. and sometime the variables for the variables is not complicated. A: at the start of level yu need to include in the intro script the creation of variables. that's look like this declare ( /*@DECLARE_TYPE*/ FLOAT, "variablename" ); <- this command declaire the name of variable set ( "variablename", "0" ); <--- this command assign to a variable name a numeric value. Pratically thesere are useful when yu need to use events that need to be counted for happening. for example: take some number of items for obtain something. yes, yu can do that also with target_counter but if yu need that at 1 things happen a thing, at the second another again, at the ether once different more, the target counter is not the more good way. the more good way is to use the variables. after definied name of variable and value of that at intro of level, you can define a script used by a trigger, that add to the variable a numeric value. set ( "variable", "+1" ); this command, do that. for execute command at second of variable value, the sintax is: if ( $get( FLOAT, "variablename")$, $=$, $1$ ) { Other istructions. it's all here. yu can also specify not only $=$ but < > and or not egual. for the +1 i mean that. is the set of function of icarus i know that allow to add variables numeric math value. but yu need something like that for the Move command vector assist. as told Polarity, using a variable in a move script is very odd and hard thing to do. O.o. Well , i am done the possible here. I leave to your discussion. I hope you can found a solution. See ya. And sorry, because i failed to help you. i am very apologyze.
  15. Ok ok t1_danger edited script of my mod: piece_pickup Generated by BehavEd rem ( "Picked up one of the ship pieces." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/interface/pickup_battery.md3" ); wait ( 1000.000 ); declare ( /*@DECLARE_TYPE*/ FLOAT, "num" ); set ( "num", $get( FLOAT, "SET_PARM1")$ ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_COUNT", $get( FLOAT, "num")$ ); if ( $get( FLOAT, "num")$, $=$, $1$ ) { use ( "piece2_deactivate" ); use ( "piece3_deactivate" ); use ( "piece4_deactivate" ); use ( "activate_return1" ); task ( "earthdiag" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak010.mp3" ); } dowait ( "earthdiag" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_PROTECT_FAST" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/earth_Reaver/earthreaver1.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.600 0.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 1200.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); } if ( $get( FLOAT, "num")$, $=$, $2$ ) { use ( "piece1_deactivate" ); use ( "piece3_deactivate" ); use ( "piece4_deactivate" ); use ( "activate_return2" ); task ( "firediag" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak011.mp3" ); } dowait ( "firediag" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/fire_Reaver/firereaver1.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_RAGE" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.700 0.500 0.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "3" ); } if ( $get( FLOAT, "num")$, $=$, $3$ ) { use ( "piece1_deactivate" ); use ( "piece2_deactivate" ); use ( "piece4_deactivate" ); use ( "activate_return3" ); task ( "airdiag" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak012.mp3" ); wait ( 7000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/comment6.mp3" ); } dowait ( "airdiag" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_ALORA_SPIN_THROW" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/air_Reaver/airreaver1.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 1.000 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 450.000 ); } if ( $get( FLOAT, "num")$, $=$, $4$ ) { use ( "piece1_deactivate" ); use ( "piece2_deactivate" ); use ( "piece3_deactivate" ); use ( "activate_return4" ); task ( "waterdiag" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak008.mp3" ); } dowait ( "waterdiag" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_ABSORB" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/water_Reaver/waterreaver1.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 100 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 100 ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "3" ); PIece returned script. //Generated by BehavEd rem ( "Picked up one of the ship pieces." ); rem ( "The first item." ); if ( $get( FLOAT, "SET_COUNT")$, $=$, $1$ ) { set ( /*@SET_TYPES*/ "SET_COUNT", 0 ); use ( "piece1_ship_fake" ); use ( "piece1_ship_real" ); use ( "piece2_activate" ); use ( "piece3_activate" ); use ( "piece4_activate" ); set ( "fPiecesPlaced", "+1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ1" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" ); wait ( 1500.000 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_ALORA_SPIN_THROW" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/speed.mp3" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 1.000 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 800.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); use ( "checkpoint" ); if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ ) { task ( "end1" ) { rem ( "Have they returned all pieces?" ); wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" ); wait ( 5000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 ); wait ( 2500.000 ); use ( "end_level" ); } do ( "end1" ); } } } rem ( "The second item." ); if ( $get( FLOAT, "SET_COUNT")$, $=$, $2$ ) { set ( /*@SET_TYPES*/ "SET_COUNT", 0 ); use ( "piece2_ship_fake" ); use ( "piece2_ship_real" ); use ( "piece1_activate" ); use ( "piece3_activate" ); use ( "piece4_activate" ); set ( "fPiecesPlaced", "+1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ2" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" ); wait ( 1500.000 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/absorb.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_ABSORB" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "1" ); use ( "checkpoint" ); if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ ) { do ( "end2" ); task ( "end2" ) { rem ( "Have they returned all pieces?" ); wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" ); wait ( 5000.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_COUNT", $get( FLOAT, "cure")$ ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 ); wait ( 2500.000 ); use ( "end_level" ); } } } } rem ( "The third item." ); if ( $get( FLOAT, "SET_COUNT")$, $=$, $3$ ) { set ( /*@SET_TYPES*/ "SET_COUNT", 0 ); use ( "piece3_ship_fake" ); use ( "piece3_ship_real" ); use ( "piece1_activate" ); use ( "piece2_activate" ); use ( "piece4_activate" ); set ( "fPiecesPlaced", "+1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ3" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" ); wait ( 1500.000 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_PROTECT" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/downpower.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 0.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 800.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); use ( "checkpoint" ); if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ ) { do ( "end3" ); task ( "end3" ) { rem ( "Have they returned all pieces?" ); wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" ); wait ( 5000.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 750.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 ); wait ( 2500.000 ); use ( "end_level" ); } } } } rem ( "The fourth item." ); if ( $get( FLOAT, "SET_COUNT")$, $=$, $4$ ) { set ( /*@SET_TYPES*/ "SET_COUNT", 0 ); use ( "piece4_ship_fake" ); use ( "piece4_ship_real" ); use ( "piece1_activate" ); use ( "piece2_activate" ); use ( "piece3_activate" ); set ( "fPiecesPlaced", "+1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ4" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" ); wait ( 1500.000 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_RAGE" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/rage.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.700 0.500 0.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "1" ); wait ( 1000.000 ); use ( "checkpoint" ); if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ ) { do ( "end4" ); task ( "end4" ) { rem ( "Have they returned all pieces?" ); wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" ); wait ( 5000.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "3" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 ); wait ( 2500.000 ); use ( "end_level" ); } } } those are variables script. I create a similar script in my tomb_Spedtral map: there is a wraith inside a room with a barrier. the deadly fog barrier go down when the wraith devour the total amount of 5 soul wandering into the chamber. here's how work my script. Intro script cinematic //Generated by BehavEd rem ( "Video introduttivo" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 3000 ); wait ( 3000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.100 0.025 0.100 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/shadowtrooper/decloak.wav" ); use ( "fakereaver" ); remove ( "soulsound" ); remove ( "deadsteam" ); waitsignal ( "resurrect" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 80.000, 0 ); wait ( 100.000 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 6000 ); wait ( 6000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); remove ( "fakereaver" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "T3_RIFT_OBJ1" ); ----------------------------------------------------------------- declare ( /*@DECLARE_TYPE*/ FLOAT, "SoulEated" ); <--- LOOK that's command. set ( "SoulEated", "0" ); <--- LOOK that's comamnd ------------------------------------------------------------------------- This is the souleated script. every soul that the player devour (there is a fx of the soul, a trigger that need to be activate by player. activating the trigger, the fx is switched to off and run the scriptrunner. all scriptrunner run the same script. the script every time add +1 at value of variable SoulEated, there is 0 by default. when value is 1 happen a thing, when is due, happen another things etc etc. the first 2 soul, not matter what specific soul are devouried, just devour a generic soul, give to the player 20 health point and add the force jump level 1 . the third add a force push level 1, the five is sufficient for restoree all HP. player can manifest the symbiotic weapon an modded saber maked for do a spectral reaver, necessary for kill monsters in the realm of the deads, and the barrier that trap player into the room go down. //Generated by BehavEd rem ( "divorata una specifica anima..." ); set ( "SoulEated", "+1" ); rem ( "divorata una delle 5 anime a random" ); rem ( "la prima anima" ); if ( $get( FLOAT, "SoulEated")$, $=$, $1$ ) { affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/weapons/force/heal1_m.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEHEAL_START" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 20 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 0 ); } } rem ( "la seconda anima" ); if ( $get( FLOAT, "SoulEated")$, $=$, $2$ ) { affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/weapons/force/heal1_m.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEHEAL_START" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 40 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 10 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); } } rem ( "la terza anima" ); if ( $get( FLOAT, "SoulEated")$, $=$, $3$ ) { affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/weapons/force/heal3_m.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEHEAL_START" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 60 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 30 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "1" ); } } rem ( "la quarta anima" ); if ( $get( FLOAT, "SoulEated")$, $=$, $4$ ) { affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/weapons/force/heal4_m.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEHEAL_START" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 80 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 60 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "1" ); } } rem ( "la quinta anima" ); if ( $get( FLOAT, "SoulEated")$, $=$, $5$ ) { affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/weapons/force/heal.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEHEAL_START" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_HEALTH", 100 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 100 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@FORCE_LEVELS*/ "1" ); } } that's answer for +1 question. for the rest, i not use never the Move command function for do a math combination, sorry, and i am not sure that this can work. but i understand now. yu want a triggerthat move your step of stair scale by a vector axis. but when player leave the trigger or not take active it, yu want that step stop its movement. . mmm, i cannot answer for that because i never tried to do that think, so at this point i can only pass the problem to some other that answering you. in a my map, i was did a func_train entity that movement following a path with a series of path_corner entity link one to the other in a spilral that lead up in a pit for ascending it. but that's not what you need. //Generated by BehavEd here are the possible combination of move command on Icarus. //Generated by BehavEd for move by origin of an entity to origin of another entity that's the command: { move ( $tag( "lava", ORIGIN)$, $tag( "ref_lava", ORIGIN)$, 10000.000 ); <---- here is what yu need! } but this is NOT what you need. You need somelike THAT: move ( $get( VECTOR, "SET_PARM1")$, $get( VECTOR, "SET_PARM1")$, 1000.000 ); that, i am never setted or used. i am very apologyze. so i cannot help you. I not know exactly how work that's function of it's possible to add variables. I leave the trouble to someone more expert of me on that.
  16. Ah, so, is a magical stair that appear instantly, but the step appear every time in a different place, or they appear at some distance by the first step. so every time the stair has a randomly configuration? yu want to make that? Well, i never tried to do a similar thing. but i suppose you can use a script that tell at startt of level of delcair some variables and set name or count for variables. when the step appear, yu can do: use step 1 when use the step and step become visible "affect step" 1 set "variable step2" +1 if "variable step2" +1 affect step 2 : SET_ORIGINn to (tag position or coordinates) else affect step2 SET ORIGIN TO... ((so can appear randomly in two places.) you can work with declair, set variables +1 -1 etc etrc, yu can see how work these variables into the scripts of level t1_danger about the part of ship to collect for repeair the transport and Flee by Blenjeel. yu can set variabled that add or subcract point, and at second ov value the step of stair appear here, or there or in another place, with a complex mathematical game. every step can add values to other steps and subctract to other again. So you can obtain a very foolish randomize stair that appear, disappear every time with a strange configuration of the steps. LOL
  17. every step need a script_Targetname entry. affect step 1 if Blablabla Move blablablabla to step 2 origin. affect step 2 if blablablalbla move to step 3 origin ... etc etc. yu need to use signal " " waitsignal" " or dowait, for avoid the steps move together. example. affect step1 if blablalba move blablabla to step 2 originl signal Step2go (into if parameter) affect step 2 waitsignal step2go (so when movement of step 1 is ended start this part of the script) if blablablablabla move to spep 3 origin,. etc etc. So, this can function for every step. and a step move onluy when previous step has finished his move.
  18. Relative.... mmmm, whell the unique idea i have for a relative position is to use If and else parameter of icarus but yes, need a great amount of variables and the script shoid be really complex. should be something like. affect step1 if "step1" origin = \ not egual \ > \ < etc of "step2" origin -- the move parameter i get to you.
  19. @@IrocJeff My pleasure, friend. @@Szico VII: yes, gtk radiant 1.5.0 have named tickbones. it's very easy set the spawnflags. i prefear the 1.5.0 at 1.4.0 also for the more easy use of the camera into the project. is possible to click on a point of the projectin X \ Y \ Z view and the camera appear in that point, showing all nearest. more quickly and fast that a long and erratic mouse navigation into the camera view. I go fast and quickly directly to the room\area i want edit or building.
  20. gtk radiant 1.5.0 spawnflags of funcplat are alls with "x" really is not of much help that. Spawnflag of func_door: 1 start open 2 force activate 4 crusher 8 TOGGLE 16 locked 32 goodie 64 player_use 128 inactive.
  21. well, i am very happy of get you some helps. When yu release the stair, share a video. I wanna see what you create. Mmmm, in a my map however, i was using a moving script for go lower the level of the lava in a room, i need to check my map. Ok i checked my icarus script is that: "Rekius take off the magic fire..." ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/effects/air_burst.mp3" ); remove ( "lavafirelight" ); remove ( "lavafire" ); wait ( 5000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/effects/air_burst.mp3" ); remove ( "flame" ); remove ( "flamesound" ); remove ( "firefirebig" ); wait ( 5000.000 ); affect ( "lava", /*@AFFECT_TYPE*/ FLUSH ) { move ( $tag( "lava", ORIGIN)$, $tag( "ref_lava", ORIGIN)$, 10000.000 ); <---- here is what yu need! } use ( "lavadrain" ); wait ( 10000.000 ); remove ( "lava" ); <- the lava is an entity. remove ( "magmakill" ); remove ( "lavadrain" ); wait ( 150.000 ); use ( "attivalavamelc" ); use ( "lavamelcbody" ); My lava is a func door. here the parameter of lava entity: the script command to move the lava for reach the ref_Tag origin of ref_lava entity. Lava parameters. angle -2 func_door parm1 ref_lava script_targetname lava targetname lava speed 10 Toggle entity! so the "lava" is a shader brush lava like a door that can be moved only when used by a script. toggle is the paramter for make that. so you pratically need to create a step of the stair, make it us a func_door, a ref tag for the position where moving the step. and a script with the command i show you for making the movement. the toggle option avoid of the step func door to move when player is near. so you avoid unwished movements. Here is it. (
  22. Very nice idea... mmmm,.. well the more directly idea is not a move vector stair, but a stair maked by func_usable entities, when yu go into a step, yu go into a trigger that spawn the upper step and hide the lower step... lol, so can work a magic scale that appear \ disapperar only when yu pass.with scripting, wait and delay commad is possible to create a time \ appearing stair. For a moving magic scale... mmm, is little difficult, really , i cannot help because with the move command i am not much good. maybe i can suggst you to watch the script of the map of underwater city: the levels of water in this map go up and down, and up and down, like a tide. so yu can check how work the script the program the water movement and make something like that with ypur stair. http://jkhub.org/files/file/287-submerged-city/ see how work that. maybe can be useful to you. also, yu can check the trial of kyle katarn on yavin on jedi outcast map when he make the luke training ground. remember? there is a part of pushing woods for go down lower a rock pillar until the jair with saber reach the ground. the map of training ground of JO is full of puzzles and you can studu their script for see how they work, maybe yu can find some idea.
  23. mmm, the origin is just a single coordinate point in entire map. how much probabilities are the player'is in that oriigin for start the script? I never try this kind of thing, but it's very interessing. you can post some screen? I wanna to understand better. Your are trying to create something like an infinite, perpetual staircase? O.o like the picture of Escher?
  24. mmm, i suppose that an elevactor can function correctly makine it as func door with Toggle option and and Use function. so the elever moving ONLY when yu use it, on a sense, or on another. Use -> go up until end. Use -> go down until end. in that's way, a toggle func door is an elevator controllable. i need to watch my map Tomb.map for see how work the elever of main crypt room. Ok. okay, pretty simple: yu need to entities. these are the parameters. we begin with the button. this is my button for activate elevator angle 90 class name func_button delay 5 lip 5 soundset stone_door spawnflag: player use target stoneplatform wait 3 the button activate that: classname: func_plat targetname stoneplatform height: 341 lip: 5 soundset: stone_door speed: 20 That's all. you need to make the brush not athe lower edge of his goal but at the upper edege. when yu setting the height value, you specify the distance in map unit that separe the brush by the ground. when yu play the game, yu will find the brush at ground level. the other way is a func_door with a toogle function, so player can control elevator, but this need a button incorporated on the brush itself, like a true lift. for a more realistic impact. the button also in that case is a func_Door part.
  25. Well, i think that: for define the particular of the new stylies for more official realistic combat, yu can remember thr words of Kreia when in Kotor 2 teaching to Exule the seven styles. 1- Shii Cho: simple tecnicque, a style when repair when the other fails. (i think luke use the Shiicho: not acrobatic style, stab and swing directly, penetracting, is the style 2 of JA) 2 - Soresu: a defens tecnique, useful against enemy with a blaster, unuseful for enemy with saber (example: luke to endor: deflecting shoots of swoop biker) in JA is the style 1 with two hands. 3: Makashi: aggressive tecnique. unuseful against blaster, useful for saber combat, is a swordmastering style. pretty elegant, pretty powerful. (Jedi academy style 3.) 4: Shien: is a defense tecnique of Soresu, not much useful against siths, but can used for contrast the blaster of an entire troops. really fast movement, is something like the tavion stile. maybe yu can put something of the shien style on the tavion style 5, or maybe in the style 1. is the evolution of soresu, after all. 5: ataru is an aggressive tecnique, is useful against a single strong enemy, is the style of Qui Gon in the Phantom Menace. is not good for long combat because is tiring to use for more times. (that's explain why at the end darth maul defeated qui gon,m and qui gon was a jedi consol, the consols are not warriors like guardians, their resistance in combat are limitated.) 6: Niman is a balanced style with not weak or strong points. at the end of Kotor 2 i use pratically ever the niman, except for the Sith Lord, when i switch into the Makashi. Ataru i use for big creatures like the storm beast of malachot V. Shiicho is good against a group of enemy with vibroblades, not jedi enemies. I hope that's suggestion shoul be useful. I 'd really like to see the shien style, is very spectafcular with the massive blaster deflecting, i think yu can implement something like that into the style 1 or the style 5. Well, but the tation style so is the Djem So. interessing i am ever asked what styles was it. And the Desann style, you know the name? O.o (realluy i love Desann style, is powerful as style 3, but is not so carent in defense, is fast and powerful very amazing style..)
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