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Asgarath83

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Everything posted by Asgarath83

  1. 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
  2. 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.
  3. 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.
  4. @@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.
  5. 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.
  6. 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. (
  7. 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.
  8. 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?
  9. 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.
  10. 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..)
  11. Thanks eez, when will coming the time for that class, i will find a little help. need to analyze AI_JEDI and AI_SANDCREATURE.cpp file for understand how make that. Surely is not simply create a new Ai file and append the Reborn function in a copied sand_Creature.cpp i think need some adjustament in the attack script, maybe is possible appending all reborn AI in the attack script when monster esc by sand, instead of original devouring script. Sure need to specify the condition for a new grounding dive action of the enemy spawned. But yes, can be very cool, and not only for legacy of kain, if i have success to do that, i can share it, maybe should be useful for same mod like Resident Evil. :Q______________
  12. 1: i see weapon data can do only same of all parameters of coding, is possible to soecify also other parameters? example: there is the muzzleffect setting, but not the explosion effect \ etc etc, i not know if there are some specific key for altering specific effects entries like the kind of effect of the shoot, or of the impact, in weapondat are specified only the muzzle and altmuzzle effect. so weapon.dat can work also for the other effects? is yes, how? there is some specify unknown command for edit? 2 ok, thanks very much however, if anyone know, please contact me. i know, the SP code is a new field of knowledge. 3 thanks very much i will see demp2 parameters for that and replies for other weapons with my own damage classes. 4 : oh, nice idea! O.o thanks! yes i will check the mindtrick level 4 parameters for see how can control NPC weapons. 5 thanks for told me that. 6 yes, for sonic and for poison, i have already seen the interrogator droid AI and the poison referenc is at the end of the file. 7 Thanks very much for the suggestion! 8 mmm, maybe Q3_interface, well need to hacking the coding parameter of interface to icarus, and need to hacking icarus source together. :\ mmm, it's little hard. 9: NPC stats: great!!! lol thanks very much! "Be frozen by a boss" D'oh! O.o a little other question: in my mod shoulb be also some zombie enemies. i am thinking about they: if is possible to create an Hybrid class, maybe doing an AI_Zombie.cpp for create the class zombie. well, is pratically how the Reborn class, but with a difference: when the enemy make force jump for attack player ... Not jump... but go into the ground like sand creatures and surprise player raising by ground. i think shoul be very cool like effect. is not possible to make that simply with CLASS_SAND_CREATURE in npc file, because the humanoid enemy in that mode,... dive the ground and devour the player... not exactly what i want. O.o
  13. Oh thanks very much eez! I will do as soon as possible when i can. i hjave pratcvially end my sword, so i by some days i can focus on my coding troubles. Thanks very much! if i get some trouble, i will inform to you very kind, as ever @@Circa: well done i not know much the forum, so sometime i can use wrong section. i am apologyze for that.
  14. i edited the batch of my mod as you told, but not change nothing, the game is executed pretty good without any bugs, but the issues persists. the mod works, i have talking bad, sorry, what i wanna mean this morning was that's i cannot take screenshot or minimize when i using openjk or jasp builded with open jk solution as exe of the batch. that's the true: i have downloaded the openjk code and maked a build months ago, but has creating me only the SP openjk86_sp woriking, te other crash and get a Vm error, same for the mp. but cmake not work fine on my computer, and also i think i need to upgrade with the service pack for windows visual studio 2010 sp1 my OS. maybe is a building issue. the command not get me error, simply is ignored and not work. well, is not a pressing matter for me if screenshot working however, where is the specific folder of the saving of screenshots? i have no other idea. maybe i need to fix my building trouble, but are very large problem, really with the code i am a disaster. i have not again a compiled system that working fine. i not understand again how function in really. is very complicated, i am more good as modder or mapper of model assembler. as coder, i am unuseful. i have an old windows XP SP3, but the pc is new and have only 1 year. has 1 tera of processor and an ATI radeom as video card. i cannot use windows 7 because i have some heal problem and is very tiring for my eyes and my brain, i am photo sensitive and win7 has some bad glow effect and a resolution of default too many large. i use pc many hours for day, so i need an user friendly monirtor with large icon, and sweet light effects. so, i use and old OS. i edited the batch of my mod as you told, but not change nothing, the game is executed pretty good without any bugs, but the issues persists. the mod works, i have talking bad, sorry, what i wanna mean this morning was that's i cannot take screenshot or minimize when i using openjk or jasp builded with open jk solution as exe of the batch. that's the true: i have downloaded the openjk code and maked a build months ago, but has creating me only the SP openjk86_sp woriking, te other crash and get a Vm error, same for the mp. but cmake not work fine on my computer, and also i think i need to upgrade with the service pack for windows visual studio 2010 sp1 my OS. maybe is a building issue. the command not get me error, simply is ignored and not work. well, is not a pressing matter for me if screenshot working however, where is the specific folder of the saving of screenshots? i have no other idea. maybe i need to fix my building trouble, but are very large problem, really with the code i am a disaster. i have not again a compiled system that working fine. i not understand again how function in really. is very complicated, i am more good as modder or mapper of model assembler. as coder, i am unuseful. i have an old windows XP SP3, but the pc is new and have only 1 year. has 1 tera of processor and an ATI radeom as video card. i cannot use windows 7 because i have some heal problem and is very tiring for my eyes and my brain, i am photo sensitive and win7 has some bad glow effect and a resolution of default too many large. i use pc many hours for day, so i need an user friendly monirtor with large icon, and sweet light effects. so, i use and old OS.
  15. So with pure game, and if i run the open.jk.exe with a batch file for execute my mod not work?
  16. Edit: Screenshot work very fine! Minimize not work, i tryed /minimize in the console command, minimize, and alt + tab or altgr + tab nothing happen. :\
  17. @@Yberion . sorry, i not know was existing these commands. very useful, i try know. @@ensiform: thanks for explanation, now is clear because i have that problem.
  18. I past here the discussion i have started in the open jk section, because, not knowing much the forem, i used the wrong section. ------------------------------------------------------------------------------------------------------------------------------- Ok that's my trouble. before ysing Open jk and using original exe of JA, i can minimize the game launching before a game an utility called JAminimizer, if i press contrl + z reduce the game to icon or expand. very useful when i working or chatting. also, is very useful for take quickly more screenshot with print key, after i open paint, i past into paint and save the screen. Now with open jk exe, i cannot minimize more JA with jaminimizer utility, so.. there is some way for minimize the game or take screen quickly? Thanks for answer. QuoteMultiQuoteEditReport #2 YberionPosted Yesterday, 10:15 PM /minimize /bind your_key screenshot Like ThisQuoteMultiQuoteReport #3 ensiformPosted Yesterday, 10:19 PM /minimize, Alt tab also works too. You do realize the game has screenshot tga, jpeg, and png (png is broken in sp) built in right? (And it always had jpeg/tga screenshots in jamp/jasp.) Saves to homepath in mydocuments under My Games\OpenJK. JAMinimizer/Q3EMinimizer looks at the window title, which is no longer the same thus utility is not usable unless you go change the code, which is available somewhere on github. This should be in OpenJK discussion and closed not really an issue here >.< Like ThisQuoteMultiQuoteReport #4 CircaJKHub StaffPosted Yesterday, 10:58 PM @Asgarath83 Moved to OpenJK forum. No need to close it.
  19. Ok that's my trouble. before ysing Open jk and using original exe of JA, i can minimize the game launching before a game an utility called JAminimizer, if i press contrl + z reduce the game to icon or expand. very useful when i working or chatting. also, is very useful for take quickly more screenshot with print key, after i open paint, i past into paint and save the screen. Now with open jk exe, i cannot minimize more JA with jaminimizer utility, so.. there is some way for minimize the game or take screen quickly? Thanks for answer.
  20. Thanks, Pande, well, in that's case, i am already using the correct parameters, maybe i need only to fix the alpha gen const.
  21. Yes, is better if yu copy the "sky" texture for every sky you make, with the same name of shaders, and use it for the editor.
  22. mmm, to much red the amount of red here. Green and Blue light are pratically zero. This parameter set the ambient light of the map produced by the entire sky. try to fix this parameter. set like the other q3map_sunExt 1.000000 0.997119 0.857641 350 90 90 1 2 <- this set the sun, position, light, size, etc. the sun is good, is the sky that creating a red lightning. maybe there is too many hydrogene sulphure on the atmosphere? O.o No, really, edit the value of the RGB color. yu can have an idea of what kind of light emitted by the sky opening GTK, putting a Light into your shene and setting the Light rgb parameters with k key (if i remember correct is K) yu open a box with an RGB filter for setting the color of a light entity into the map, when the light get the color do you want for the sky light, see the light parameters of key value eand copy the _color value into your shader file. so yu get the same tonality at the light brightness of your sky,
  23. Wow, good to Know, for me is a wonder know that. Thanks Eez
  24. mh, i have a strange idea for your problem. Binding can make with menu or console game, setting an event produced by an animation is a think that can do only an animevenet.cfg file, the solution of your problem can be this: you need a large amount of C++ knowledge, yu need to creat a command for the animevent.cfg files that allow you to make a binding function for automatic associate animation -> key to reproducing. the key can be setted later in the animevent.cfg file with the new command you have programmed editing the code. is something like create a new function like AEV_SOUND or AEV_EFFECT and is the only way for do that, with animevent.cfg of the models file yu can set also the frame for the binding. so yu need - a large knowledge of programming - search into the code the part about the function of all mechanism of labial lip movement. - searching into the code the functions about Animevent.cfg command lines. - create a command line for Animevent.cfg file that allow you to bind a key to an animation for reproducing the animation itself, and that's is the more complicated part. - compile the edited code with this new implementation. - create your binding in your animevents. you can do so a generic binding key for the five animation of lip movement in the _humanoid animevent.cfg file, or specific animation with a new animevent file to add in a specify folder character, for bindinbg the key for only that character. maybe i am crazy, maybe i had some nightmare in the sleep and i am awaked now, but i not have another idea for resolve ypur problem. for align with the name of animevent parameters, you can call the new command AEV_BIND, likethe command AEV_SOUND that produced a sound by an animation, or AEV_EFFECT that can produce an efx. effect by an animation.
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