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Asgarath83

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Everything posted by Asgarath83

  1. I had the same problem in past. simply go to the grid of gtk radiant and make it for 0.50 0.25 or 1 map unity instead of 8 of default. because more detaied is the grid, more precise are the movement and position of brush and entities. and so yu can move the entity until it touch the wall without penetrating or be suspended in front of it. after you do, reset the grid to 8
  2. mmmm... i not know if is possible, but... can you do the 3 entities like a func_group? do a back up of the map. and after you program the movement of all group. func group description: Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities. q3map_onlyvertexlighting 1 = brush only gets vertex lighting (reduces bsp size!)
  3. So blade effect spawn 1 of every primitives for frame???? : i not know that. instead, the hitperson, hitother and blockeffect spawn only once time, in the hurt. that explain because happening that. Very good. i set blade effect for count only of 1 - 1 value so is not so huge and massive. thanks!
  4. "sigh" my english is really so terrible? Well, i open the topic at 11 pm yesterday so i was little tired . that's affected my english sorry. Related the efx: i reduced to a low count of particle not more of 2-3 max 4 for every primitive of elemental blade effect and that's reducing the loading sufficient to show the efx of knockback. so you are right AshuraDX Mmm, well, now i am making the effect so is normal they are quitre massive. i will remember when i end the efx to reduce the load and get a better graphic impact for player eyes. thanks for suggestion! (yes myt efx really need a fix, if i get the SHADER_MAX_INDEXES_HIT error, mean that i do effect too massives. and i am photosensible, so is also for my heal. Thanks for suggestion. atfer i end to make the efx, i will check and correct all the effect too much load or with too many primitives. i think is possible to make some of spetactular also with a low load.
  5. mmm, idea little stupid but... try to connect the boat to the doors with ctrl + k select the boat, and a door, and ctrl + k, do the same with other door. I hope that in that' mode , because doors become childrens of the boat, they are affected by the same movement. i ask a question about a similiar issue: is possible toi create map_object that can be moved by force push, or script? people has told me yes is possible: need simply to create a entity that can be affected by movement or push, like a physic clip textures entity around the map_object and link the map objkect to the enity phisitc clip. remember the korriban map? yu pushed 4 statues for open a stair that lead into the catacomb of marka ragnos tomb. is the first puzzle in the map kor1. i suppose that studying how work thats force pushing md3 statue can give you the solustion for your problem with the boat.
  6. Great... O.o The converter need again a lot of debugging.
  7. Okay, as i told, i am working with the blade. i am doing the effect of the elemental reavers for the wraith race. here can yu see 2 reaver with their knockback attack: the water reaver, and the eartth reaver. the first reaver give a little tzunami wave into the area that push away the enemy, also damage vampires because water for vampires of Nosgoth are like acid. The Earth Reaver create huge knockback damage and a little earthquake. https://www.dropbox.com/sh/idru6ikdbh6hzh7/Kd04RjTxOF Enjoy! I have also done the Dark, light, Fire and Air Sword. Now i need to do the effect of other swords. - Spectral: kill the ghosts. - Spirit: purify by corruption, use sacred damage. - Hell reaver: an infernal version opf fire reaver i know why i use. - Sound ReaveR: cutted by sr1, thats sword stun the enemies. The other elements are hybrid reaver sword and in my project is necessary complete rtasks into dungeons with magic forges for imbue a sword with the power of 2 elements, for example, in the magma forge, need to combine the earth and fire power. the hybrid reaver are thinked like upgrade to the blades of defiance. eveyr sword has 2 version, one normal with no knockback and the other charge and with max power with knockback. reavers will exited in battle. more enemy kill, more powerful sword begin, every ten victims, sword can use knockback attack for a lot of seconds. XD (i suppose i can make that's with a script. ) Elemental Hybrid reaver: Darkness Smog reaver: create huge cloud of smog. dark + fire together. Vacuum Reaver: suck the air and pull the enemies. dark + air. Poison reaver: poison the enemy. dark + water. Dust reaver: create storm of dust with huge damage, like earth, and knockback, like air. Light Lightning reaver: like energy reaver of kain,. the wraith version. Radiant Reaver: combine fire and light power for create a sword that make plasma damage, and burn enemyes with warm and radiations. Astral reaver: a sword with power of the dark and light together and effect into the space, and time, end energy. Fire: Warm reaver: fire + air: hot the area with a warm wave that stun enemies. Magma reaver: more dangerous of fire reaver, a sword with a power of a volcano inside! Air: Fog reaver: create a cloud around for blind the enemies. Storm reaver: well, create storm of ligntning and wind upon victims. Water : Ice reaver: Frost enemyes. Crystal reaver: crystallize enemies in glass only an efx, but shoul be cute to see. Earth: Mud reaveR: create a little swamp that slow enemies movement. Stone reaver. make enemy into stone. convert in stone the flesh hitted. create huge quakes. ------------------------------------------------------------------------------------------------------------------------------ Kain Reaver: after i do that, i need to create 9 blade for the vampire Kain, for the fragment of balance embleme. the Reaver of Kain have that's powers: Blood reaveR: drain blood by enemies Conflict reaver: enflame the nearest. enemy fight each other like mindtrick level 3. Dimension reaver: create a space distorsion with teleporting effects. I suppose is possible to make a strange effect with multiple Kain ghost md3 model that go to chase enemy araoun area LOL. Energy reaver: electrocuted the enemyes with yellow lightning. States reaver: combine power of element for making acid dmg and destroying flesh or coesion of the victims. Death Reaver: very dangerous. i not need to explain what do, right? Time reaver: animspeedscale and movespeedscale effect. create distorsion in the Time. Balance reaver: the last sword is more powerful of all, i have not again idea or how i do, is a sword. Well, when i finish all that, i configure NPCS and SHADERING, after i am ready for encode. bye!
  8. Well, Uvmapping distorsion, maybe yu create a new division: metal trooper!
  9. I am working on the effects of my elemental sword and i have an issue... well... are years that i have that's issue. if the blade has a bladeeffect, and the blade is setted like a bounceonwalls 1 blade and so make also efx of knockback impaxct with ground of walls (see my tutorial) basically i need to know how many primitive i can use in effectEd for generate the effect without getting JA run out of efx limites. because if the effects combinated into the map are too much or too massive, the engine hide the sprites and effect itself, so they become invisible. i noticed that's trouble already when i make my custom elemental magic weapon in substitution of JA shooting blaster and weapons. were too much weapons are used, too much efx are spawned, the engine, hide the efx of the last weapons. in the case of the sabers if the saber has a bladeeffect, is possible that hitother efx, hitpersoneffect and blockeffect is not completeley visible. the effect there is, sometime is possible to see when sword hit enemy or ground in certain angles, but if i get the sword withoit blade effect is all okay, if i get with bladeeffect, more sprites and efx are hidden and invisible. but splashdamage and knockback wark, is a graphic trouble. is an issue generated by some mechanism of contain the overload of EFX. i remember before i use openjk.exe that when i use too many effect at some time game crash with error "SHADER_MAX_INDEXES_HIT" the open jk fix the error, so game not crash more, but the effect are hidden and become invisible. how is possible to avoid that's problem? hjow can i do more light effect for avoid the overwriting of graphic memory of JA that cause that's issue? Is very frustratibng, passing hours to create wonderfuil effects, and cannot see in game for that. if use particellar blade efx for create my elemental blade, i have the problem of saturation of effect of hitperson, hitother, bladeeffect, blockeffect. i have use a normal lightsaber with no "bladeeffect" thsat spawn into the blade an particellar effect, instead, i not have that's trouble, how can i contain the issue? I am creating a spectacular mod with the .efx, but this trouble ruins all. i accept any suggestion.
  10. 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.
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. 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?
  16. 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.
  17. 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.
  18. Wow... really i need to configure better my visual C. is not so accurate. Sorry for question. O.o
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
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