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Asgarath83

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  1. Right. i Know the fit function of the texture, is possible to fix the texture for making a fractal with every decimal valor, is very useful tool of gtkradiant... but is VERY boring and slow to use LOL. texturing is not much bad in a map building... but Fit the textures... aaaaaargh! Oh my god! :\ sometime it makes me crazy, every value i use, i obtain or a fractal too much repetitive, or a texture so Great to be... well, pixellate. every one know how can i solve this little problem?
  2. Woah! Thanks friend. your explanation are very useful. i will remember of all that. well i am doing a mod about legacy of kain saga and a friend help me to do some build on blender, so, because take month of work and deforme some vertexes convert the blender file into a quake3 map of the buildings, i have pratically exported as GLm, import glm on the 3d max, exported as QUAKE 3 by 3d max, and with a large ampiunt of patience, i use Md3view for ritexturing every mesh part, iike a puzzle, with the correct textures. really it take me an half day. but i imported map in JA as misc_model and is working. but i not understand a thing. why damn in the building compilation.. welll, in the test map i have dione,m a little map., just skybox, ground and the building for testing the method, the nuprapror retreat there is... but... i see is without texture. this has not much sense, because i apply the skin on md3view for texturing all the ... forty part that make the building. and i see in md3view with textures, and i have exported the saved moved by md3view with no error, in md3 and glm. O.o and so,.. how can i resolve this problem of the textures missing? is very odd that make me that's thing, because when i building a swword i not have trouble with texturing with md3view. i using 3dmax5 and the plug in of md3 and glm of the version of the program, i now, well, iu have windows xp sp3, i cannot use 3d max 2013. that's becvause i have some health problem at neural system and the windows 7 graphic is too lazy for my eyes.
  3. I have thinked this idea for MP and SP too, for SP yes, need to be do for working on a few amount of enemies: otherwise: less of 5. if not the powers are very cheappy. for the MP need sure some adjustament for avoid the cheapping because can do the team player unbalance on the same cases. example a siege battle. an enemy with FP_KILL level 3 in a team red, the blue has not anyone with FP_VALOR3 ... really need to have a balanced force power in the teams battle, or in MP the game is cheapped. But i tell the truth: i am been ever more interessed a thousand of time to the SP game, not to the MP game.
  4. Wow, nice work! I am playing ratchet and clank 2 with my PS2 emulator just that days. pity filefront not work for Italy so i cannot download the file. i have a friend that love ratchet and clank series. XD Is a great modder carrier. all my respects. mmm a inuyasha mod too, i have an hotaku friend that i suppose can like Can yu make that's 2 mod downloadable for me , pleasde? eh, i know JA by 2003 . so i played for ten years. but only in the last 2 i begin to male really some good work. ... i played JO Only this years. lol very beauty game! at the end i told "WTF? is already ended???"
  5. very old version. O.o my gtk radiant is the 1.5.0 is more stable and i like the camera movement and the function for navigate fast intro the map project.
  6. I wanted try to do an animation alternative for the force grip 3 (for enemy gripped not for player) my mod is like gameplay of legacy of kain, defiance, so the power FP_GRIP is pratically the telekinesis of vampires in the mod. after changed the shader of grip in the hand of the vampire and the sound of grip loop, i got in animation.cfg and make a substitution: the BOTH_CHOKE1 animation has the parameter of the BOTH_PULLED_IN_AIR_F animation, so enemy when is grabbed not take his neck with the hand but is wriggling. ... lol, is very fun. after in animevent i add this entrance on the Upperevents. BOTH_CHOKE1 AEV_EFFECT 0 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 1 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 2 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 3 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 4 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 5 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 6 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 7 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 8 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 9 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 10 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 11 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 12 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 13 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 14 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 15 force/tk.efx *chestg 0 force/tk is a new effect i maked for telekines, is a green aura around the body, an effect like the force rage effect getted on the body on a grabbed victim. who is the trouble? the troulbe is that after i edited the animevents files the animation not go more on loop but at the end frame not looping by first how should do, (before i do this editation was working) and the effect is played only on the first cycle after the load of the map. Someone can explain why that's happening and how can i solve? thanks.
  7. ah You are right. Yes, i got that's problem in the pass and i have solved. i see however that in map_object there some GIANT md3 that making a section of ice cave on hoth and the rockwalls of the canyon and a tunnel of the tusken lair of t1_surprise, so is fattible. well, this can make a map very light in the loading. LOL.
  8. Understood. Okay Okay, but if you are r Well, understood, but if yu are right, explain with there is in the game.... - an howler that make sonic pain on yavin . my idea was simply to create a power that allow to player of cast the howler scream effect. - an interrogator droid that poison when hurt the player (Doomgiver JK2, Vjun3 in JA) really i love the poison effect of the interrogator. is pratically the same thing of put the howler scream and the interrogator poison effect in 2 force powers. those power not require to create a large amount of new function coding, because all this function all already in game. example: the stasis? is the g_freeze cvar and the set_freeze of icarus, no? also, in sab files there are animspeedscale and movespeedscale. is sufficient to set on 0 this value on the effect on a force power for creating the FP_STASIS. well, i know how can work thats power, simply i not have knowledge of C++ for do thats things. however, if yu have reason, explain why the lucas arts have maked sonic screamer and poison droid on a FPS game. maybe i am crazy, but i think poison and sonicpain are pretty cool effects. For avoid the cheapping of power i thinked the power for neutralize. breath against poison, valor against stasis, sonicpain and all status alteration dark side power. absorb neutralize grip, drain and lightning, it's seem a balance gameplay, for every superpower there is a power that nullify. but for a thing,... after a long reflection... yes, katanamaru is right: the FP_REVITALIZE is unuseful.
  9. ah, well, okay. i end 2 fase of work and i realize a little trailer of mod with Kain, Raziel and same enemy. But really, what i need more of every other thing? a coder that help me with Power of force i need and for the weapon class differenzial dmg, and some modificatiojn to weapons code. okay, wait. i show you a large amount of material ASAP.
  10. emmm, sorry for my bad english, can yu be more clear about this expression? O.o
  11. Well poison can be useful against multiple massive combat of enemies, this power are not thinking for classical JA game, but for the new mod creations. poison an enemy that is too far for kill esample, a stormtrooper, because you have some trouble with the nearest siths , can weak the enemy and when yu need to fight is pratically dead. so is for easy the way, also, is a problematic bnecasuee enemy can do the same things for the player, the player will work, for player but also for NPCS in SP, so can create really terrific avversary, yu not image only the power for the playters or the multiplayter. this are thinked also for single player mods. and tales. the power can create spectacular boss with a large variety of effects. it's also power for the sith and NPC allied and enemy and the boutes, and not only for player of SP, or team of MP. stasis is very useful for me, i need desperating a some way , every way for allow to NPCs of player to freeze enemies in my project and i not know how to do or script a paraylisis power. twirl and sonic are like stun, true, but are very cool to see. i am doing a fantasy mod, so i need a large amount of elemental powers. and spells. pity i am not a coder and i not klnow much about single player code. if not, i create of myself what i need. but i am doing praticalluy all by myself pecayse for my project i never getted help and i am little... desperade. Your critiques are valid in every case, this is just the base idea, how you make the powers better for not be repetetive or too cheep? Really, this is a simply porpouse. i cannot do this thing alone. :\ i wanna only see what people think about the new force power creation. for me JA has too many low variety on the powers. open code allow to have 32 force power, so why leaving empty this possiblitity? if someone have another idea about new powers, i am happy to listen.
  12. 3: i have blender 2.46c and blender 2.52 with all plug in inclusing glm exporter, i export on glm, import the glm on my old 3d studio max 5 and i work the models with JA skeleton, and so i have a model factory on my pc.
  13. I did my best. Here is it. Do you like the idea? i am disaster or coding and at moment i am busy in a work about a my book of science fiction (i am a writer on the real life) and on my mod. so there is some coder team that can do that... obvious, need a laaarge amount of time. is only a my follish and madness idea for make JA more complete with fhe Force use. Pity is not possible to see code of kotor 2 and how work the powers. .-. -------------------------- 1 Battle Precognition Requirements: FP_SEE LEVEL 3 + FP_SPEED 3 Allow to avoid attacks. Rank 1 : using this force power is possible to avoid the tenloss disruptor fshot for player x 10 second. Cannot move Rank 2: using the power is possible to avoid dodging like tenloss dodge, every kind of energy weapons for 10 second. Can move but no fight Rank 3: using the power is possible to avoid the FLECHETTE \ CONCUSSION \ ROCKET \ EXPLOSIVE WEAPONS \ HEAVY WEAPONS for 10 seconds. Also, can be avoid the saber throw with an amazing dodge. Can move and fight. This power cannot use for dodge or avoid the saber in a saber combat. Efx: like the force speed blur effect. -------------------------- 1 FP_PROTECT Rank 1 : protect by all physical dmg of weapon and saber. 25% defense Rank 2: 50% defense Rank 3: 75% Defense Efx: on casting, a particellar effect like the force barrier of Kotor with 2 light circle square that embrace the body by top and bottom. On duraction a blue aura instead of the green aura (is a better idea of a shield) 2 FP_ABSORB: like the original game. No modification. Can absorb dmg of grip, lightning, drain. --------------------------------------------------------------------------------------------------- 3 Force Valor FP_VALOR This power working like a modified team energyze power. Rank 1: for ten second playter and teammeat in an area of 2 meters are immunity to the dark side aggressive power of rank 1. Rank 2: for 15 second in an area of 5 meters teammates are immunity to the dark side power, rank 2. Rank 3: 20 second of immunity against dark side power of level 3 for player and teammate. Efx: parrticellar, a sparkly link flesh on the head of characters. This power NOT protect by the Lightning, drain and grip. This power protect by possession, stasis, poison, kill, sonic and all other power that get an alteration to the status e \ o behaviour of character. -------------------------- 4 FP_HEAL the classical heal of force. ------------------------------------- 5 FP_HEALFORCE the classical heal of force, but have the effect of recharge the forcebar , not the life. The effect is egual of Heal force, but with a different efx file. Rank 1: the power add 25 FP to the force bar instead of 100, 125 Rank 2: player has 150 FP Rank 3: player has 200 FP The power can used only a time for minutes. ---------------------------------------------------- 6 FP_TEAMHEAL is exactly about teamheal. The difference is: The power is usalbe also on SP on the teammate NPC. (you can heal chewbecca and kyle katarn and the jedi of korriban battle) -------------------------- 7 FP_BATTLE It’s like a force rage upgrade for BOT , Multiplayer\ NPC, but without invincibilidy and health decrease. RANK1 : the forge rage equivalent bonus attack speed and dmg of rank 1. No invincibility, no health decrease. 25% of resistance on the saber hit. Duraction 10 second. RANK2: lilke force rage speed + attack rank 2. no invinbility, no health duraction 15 sec. 50% of resistance on the saber hit. The closest Enemy lose 5% of speed and dmg on their atrtack RANK 3: likle force rage speed and attack of level 3. no invincibility no health. The 3 closest Eniemies lose 25% of speed and dmg in theyr attack. Duraction 20 seconds. EFX: a green particellar aura efx around the body in the casting, a red aura efx around body of eniemies on the castle. This power is the terrific Bastila battle meditation . -------------------------- 8 FP_REVITALIZE This power can raise by dead a NPC or bot, or a teammate of multiplayer, if casted in a short count of time. (few seconds, no more, is useful in korriban battle for raise the dead NPC jedi or in mp in the team games likeTeam FFA, siege, etc ) Rank 1: Brings closest party member to life and will have 10 Hp. Cost: 25 FP. Improved Revitalize Rank 2 Same as before but brings 2 closest allies rianimated with life with 15 Hp. Cost 50 FP Rank 3 3 allies can be resurrected and gain 20 HP -------------------------- 9 FP_STASIS: Stun or block enemy , NPC, of bot. RANK1: enemy go to ground and get the roshpain animartion for 5 second, cannot move. Jedi class are immunes. RANK2 : enemy get freezed and locked movement and animation for 10 second. Jedi class are not ffeezed, they simply slow they movement by 20% RANK 3: the 3 closest enemies be freezed for 15 second. Jedi class cannot be freezed. They slow they movemenet of 50% ------------------------------------------------------------------------------ Universal Powers ------------------------------------------------------------------------------ 10: FP_POSSESSIOn NOT WORKING ON DROIDS. like mindtrick level 4 is possible to posses an enemy. (Working only on NOT Jedi classes) Rank 1: 10 second of possession for shooter Rank 2: 15 second of possession. Can control the monster class like WAMPA, RANCOR, HOWLER... Rank 3: 20 second of possession, can control the jedi class too CANNOT CONTROL THE CLASS TAVION, ALORA, DESANN, LUKE, KYLE, GLIDER, FLIER2, FISH, CLAW, LIZARD, ------------------------- 11 FP_MEDITATION a rage version with not health decrease, but health regeneration and NOT invincibility. Rank 1: slow health regeneararion 1 hp \ sec . Increase dmg of weapon of player and teammate on few meters by 10%. Increase by 1 the npc value of aim, move, intelligence, evasion, aggression. 10 sec of duration Rank 2: medium health regeneararion 2 hp \ sec. . Increase dmg of weapon of player and teammate on few meters by 15%. Increase by 2 the npc value of aim, move, intelligence, evasion, aggression. 15 sec of duration. Rank 3: fast health regeneararion. 3 hp \ sec. Increase dmg of weapon of player and teammate on few meters by 20%. Increase by 3 the npc value of aim, move, intelligence, evasion, aggression. 20 sec of duration Effect: a red aura glow the weapons. An efx like force rage cover the body. -------------------------- 12 FP_DROID A mindtrick that can control or disarm the droid class in the battle! Rank 1: the droid no combat for few second. Rank 2: the droid no combat for ten seconds. Rank 3: a droid pass to teamplayer and fight for player. 15 second of loyalty XD Efx: like a little shock forfce lightning against the droid. -------------------------- 13 FP_BREATH: nullify FP_POISON Rank 1: nullify FP_POISON rank 1 , slow the poison of rank 2. 5 second of duraciton Rank 2: nullify FP_POISON rank 2 slow the poison of rank 3. 10 second of duraction, immunity against NOGHRI STICK . Rank 3: Nullify FP_POISON rank 3 immunity to trigger hurts 20 seconds immunity against acid rain. Efx: a globular blue sphere around body of player. Like kotor 2 nar shaddaa breath control. . -------------------------- 14 FP_SPEED No alteration of code of this power -------------------------- 15 FP_BODY The Force is your armor. The dmg of weapons hit the force bar, not the health bar. This give you some moment of invibility. Rank 1: 5 second of tecnical invincibilty. The force bar lose 30 FP for hit. Rank 2: 10 second of protection. The force bar lose 20 FP for hit. Ranlk 3: 15 second of protection: the force bar lose 25 FP for hit. Is not consigliable using force power. if force bar reach zero, player can be hitted and killed. Efx: a cyan aura around the body, like color of PROTECT + ABSORB together. -------------------------- 16 FP_MASK Make invisiblre to NPC bot eytc eyc, is the mind trick level 1 – 2, the different is that level 3 not fight enemy each other but can be invisible to all enemies in the area. Rank1: an enemy cannot see for 5 second. Only shooter classes Rank2 closest enemy behind not see for 10 seconds. Shooter and monsters. Rank 3: 15 seconds of invisibility, affect in all enemies on the area except boss classes and class lizard fish glider flier2 claw. When using this trick there is the mindeffect efx over the eyes of enemies and the body of player is like the body of saboteurs with the cloaking. The cloak has a purple aura color given by the Force. Is a camouflage of the Force. -------------------------- 17: FP_DEFLECT A new defense power. This power allow players and NPCs, bot etc to deflect like having a saber the enemy projectiles, but... with the hands! Is like the darth vader parry of the han solo blaster. O.o Efx: appear like a strange force push that slam the shot efx. Rank 1: erractic deflecting blaster and energy shot of blasters and metallic bolt weapons. Rank 2: good deflecting of shoots. Rank 3: enemies projectile are deflected on the shoooter and can dmg him. NOT work against a sword or a saber, lol, is little... extreme not? -------------------------- 18 FP_PUSH Rank 1: llike old force push level 1 Rank 2: strong pushing like old force push level 2 Rank 3: a push slam of fthe enemy behind player like push level 3: modification: if yu use a saber, having force push level 3 and make a stabbing is possible product a foirce wave that slam all enemis around player. same with katas. Like a circular force push 3. Efx: like force push ------------------------------- 19 FP_WHIRL enemy can blocked, leave on air and twist and rotate around himself lol! Rank 1: rotation for 5 second trapped 1 enemy. Player can move, but not attack. Ranlk 2: roitation for 10 second, trapped 1 enemy. Enemy lose gradually health. Player can move but not attack. Rank 3: player can move and attack. Trapped behind enemies for 15 second, enemies lose a good ampunt of health. Effect: a efx vortex of wind around the enemy and push shadering. -------------------------- 20 FP_SEE Force Sight Rank 1: enemy visibles. Remove FP_MASK1 effect Rank 2: enemy and object visible. Remove FP_MASK2 effect Rank 3: enemy and object and health visible. Remove FP_MASK3 effect Efx: the force see shader. -------------------------------------------------------------------- FP_21 FP_BREAK Remove by an enemy all protective power: protect, absorb, rage, valor, battle, meditation. Rank 1: remove level 1 of enemies casting on a enemy Rank 2: remove level 2 of enemies casting on 2 enemy Rank 3 : remove level 3 of eniemis casting on a group of 1-3 enemy behind. -------------------------- FP_22 FP_HATE / A power that forced NPC to fight each other like mind trick of level 3... but start to do that by level 1 Is amodification of FP_MINDTRICK. Rank 1: effects on shooter class. Conditional mind of 1 enemy. Duraction 10 seconds- Rank 2: conditional mind of the enemy behind player. duraction 15 second. Affected shooter and monsters class Rank 3 : 20 seconds. All enemy around player fight each others. XD affect shooter, monster and jedi class. Efx: a evil and scarry red aura spand on the head of conditioned enemy... or around the area. -------------------------- 23 FP_SABERTHROW well, is egual,no alterartion. ------------------------------------------------------------------------------ Dark Side Powers ------------------------------------------------------------------------------ -------------------------- 24 FP_DRAIN Like force drain, but with 1 alteration Rank 1: drain by contact Rank 2: drain by short distance Rank 3: drain all enemy around the player. - this time Drain IGNORE the force bar. Is more dangerous! Efx: like the original, can be changed at your own. -------------------------- 25 FP_FORCEDRAIN The power is like drain but drain the Force bar, not the health bar, for regenarte force of avversary. Rank 1: drain by contact Rank 2: drain by short distance Rank 3: drain all enemy around the player. - this time Drain IGNORE the force bar. Is more dangerous! -------------------------- 26 FP_FEAR this is a in interessino power.: in MP enemy shotted if not cast FP_VALOR can do the BOTH_COWER1 animation and no fight for a few second. In SP can happen the samething to NPC. At level 2 enemy drop the weapon and at level 3 enemy escape in BS_FLEE modality XD no work on droid and boss classes. Rank 1: function with shooter classes. Enemy do animation COWER1 for 5 second. Not attack, not move. Rank 2: function with shooter and monsters. Enemy do animation COWER1 for 10 seconds. Not attack not move. Rank 3: Shooter and monster can flee and escape and no attacking with panic! Jedi classes making COWER1 animation, no mover no attack. Can be very funny see a cultist with a panic attack LOL The effect duraction is of 15 seconds. FP_VALOR for neutralize this effect. Efx: a particellar violet and dark shader aroun the victim. -------------------------- 27 FP_SCREAM well, is like the jedi become an Howler. O.o All nemies in the ranged be stopped of their attack and do the BOTH_SONICPAIN animation XD. At level 1. at other level, they also lose health in gradual mode. However is possible to move , so is possiblre to get out of range of sonic wave \ suffering area. Not affecting on the droid. Rank 1: jedi scream for 5 second, sonic shockwave depart by body and investing enemy in near area, enemy can escape, and move, and not lose health. Do the sonic pain animation. Jedi cannot move or attack, too. Rank 2: Jedi screeam for 5 second, but effect is during 10 second. Enemy cannot move and attack and get the both_sonicpain1 animation, jedi class affected as rank 1. the jedi have 5 second for attack enemy weakend or stunned by the sound. Rank 3: Jedi scream for 5 second but effect during 15 second. Enemy cannot move and attack and do the sonic pain animation, jedi class also are stunned in same mode. The jedi has 10 second for attack the eniems. They cannot flee or move! NOTE: FP_VALOR Nullify the effect of this attack, -------------------------- 28 FP_RAGE well this is egual... -------------------------- 29 FP_LIGHTNING. Some like first. ----------------------------------------------- 30 FP_GRIP Some as first. Jedi can move also on rank 1 and 2, but not fight. ------------------------------------------ 31 FP_POISON: the effect is like the interrogator droid puncures of poison. At better level is possible to poison multipole NPC \ players. FP_VALOR can save by poison. FP_HEAL can constract, but NOT save the poison. I think it’s logical. Efx: the gas cloud of noghri stick around the body of the victim. Rank 1: poison 1 enemy for ten second. Enemy lose 1 hp for second. 10 hp of total dmg. Rank 2: poison enemy for 15 seconds. Enemy lose 2 hp for second. 30 hp of total dmg Rank 3: poison enemy for 20 second, enemy lose 3 Hp for second. 60 hp of total dmg. level every two seconds in damage. 32 FP_KILL the more devastating power: is like a multiple force grip of all enemies in the area. The caster can move and combat during the casting. All other cannot move. For nullify: FP_VALOR, FP_PUSH, is a power of a sith lord. Rank 1: enemy around are gripped and cannot move, the aggressor can move but not attack. Duraction 5 second, is just a diversive. Rank 2: enemy aroung are gripped and dmg a lot, cannot move, the player aggressor can move and attack but is very slow: animation and movement are slowed by 50%. Duraction: 10 second- Rank 3: enemy around are grippd and dmg with an amount of dmg. The aggressor can move and attack. Animation and move slowed by 25% duractionb 15 second of agony!
  14. Yes, can really be helpful for me. but i not wanna stole works, so i not use brush or textures. I need really to see how is maded a fantasy village.
  15. Where is possible to find \ download this map and who is the autor? O.o
  16. Well, i like eezstreet explanation. About the saber throw, can simply be... changed the key. is a power, right? so, as power, can be used with the same botton of every used force power. and not with the alt attack button. this can resolve the problem of saber throw
  17. Ahhahaha, Lol, some stupid Jedi, right. LOL. no, really i love the saber throw. not remove pleaze
  18. mmm, i have setted mouse 1 and joypad button 0 for attack and joypad button 7 and mouse 2 for saber throw. for making a saber throw, i simply need to specity another key instead mouse 2, right, because mouse 2 with this system is used for the parries.
  19. Okay, sure. I will work and i post an edited list ASAP
  20. Hint: i discover an interess thing: you can avoid to set hitsound1-2-3, blocksound1-2-3 and bouncesound1-2-3 if yu get the sound directly emitted by the Effect of hit, block and bounce. You can do this simply Add something like this in your efx file after you making the effect . Sound { cullrange 150 sounds [ sound/weapons/glyph/fireimpactbody2.mp3 sound/weapons/glyph/fireimpactbody3.mp3 sound/weapons/glyph/fireimpactbody4.mp3 ] }
  21. Oh, lol, yes i have see something, i was confused about the anger or the fun. O.o But i like to help people. :\
  22. uh, okay, but before i do that i have another question, because i am sharing my knowledge, but also i am here for learning. so - it's possible to create 2 special kind of saber:? - a saber that making poison and gradual dmg like interrogater droid when hit an enemy. - a saber that making a inverse shockwave. i tryed to set the splashknockback on negative values, but is not function. there is a way for creating by saber way a "force pull circular wave"? soi enemy can actract all on the player? XD should be very fun lol XD ) .
  23. This is a simple tutorial and i hope some admin \ mod can put in the tutorial section. That's explain how to make a saber with a shockwave attack when saber hit ground and i have an IMPORTANT QUESTION about that: okay this is my little tutorial: - Need Jedi academy patched to 1.01 version but this is obvious. - Make a sword. - Make a BladeEffect with effect editor, new sounds, shaders etc etc,. Create a sab file like that. glyph1 <- your name { name "Glifo della Forza" <- your own name of the saber saberType SABER_CLAW saberModel "models/weapons2/Glyph1/glyph1.glm" <- your own glm model of the blade. // You need to change that's parts with your own sound. soundOn "sound/weapons/glyph/forcedraw.mp3" soundLoop "sound/weapons/glyph/forcecharge.wav" soundOff "sound/weapons/glyph/forcedown.mp3" g2MarksShader "gfx/damage/rivetmark" noManualDeactivate 1 saberStylelearned dual saberStyleForbidden fast saberStyleForbidden desann saberStyleForbidden tavion saberStyleForbidden medium saberStyleForbidden strong saberStyleForbidden staff saberLength 5 saberRadius 10 disarmable 0 NotInMp 1 throwable 0 blockEffect "glyph/forceimpact.efx" bladeEffect "glyph/forcehand.efx" hitPersonEffect "glyph/forceimpactbody.efx" hitOtherEffect "glyph/force.efx" <- this is the shockwave effect trailStyle 2 noClashFlare 1 noBlade 1 noDlight 1 noIdleEffect 1 oninwater 1 noWallMarks 1 BounceOnWalls 1 <- is very important parameter. maxChain 0 kataMove LS_SPINATTACK_ALORA PutAwayAnim BOTH_ALORA_SPIN_SLASH drawAnim BOTH_ALORA_SPIN_SLASH readyAnim BOTH_SABERDUAL_STANCE lungeatkmove LS_SPINATTACK_ALORA jumpatkfwdmove LS_SPINATTACK_ALORA AnimSpeedScale 0.85 spinSound "sound/weapons/glyph/forceswing1.mp3" swingSound1 "sound/weapons/glyph/forceswing.mp3" swingSound2 "sound/weapons/glyph/forceswing2.mp3" swingSound3 "sound/weapons/glyph/forceswing3.mp3" damagescale 0.1 <- my sword just make repulsing of enemy, but if yu want enemy be damage by hittid yu need simply to change value. 1 is a normal lightsaber dmg. knockbackscale 0.5 <- amount of knockback intensity splashRadius 750 <- range of knockback in map units splashKnockBack 750 <- is a very huge knockback. SplashDamage 0 <- yu can set the dmg of shockwave changing this value NOTE: dmg is variable by distance. if yu set 20: enemy close player make 20 Hit point, and enemy more distance make lower damage... forcerestrict FP_PROTECT noDismemberment 1 } Okay, the effect of this blade is: is a magical effewct, blade has not the Glow of flash so is not visible the energy blade or the traylstale of a lightsaber, i making just a particle effect like bladeeffect the blade model is Empty, contain Only the tag_blade1, No other. so pratically is simply a tag with an invisible dmg trails. how work: hitting an enemy: the enemy be dmg and stunned. hitting a surfaces: the blade smash a shockwave of Force Repulse, something like force unleashed, every time yu hurt a wall or a ground, the blade making that NOT WORK with stabbing. So i ask: - how is possible to working this WHEN THE BLADE HIT AN ENEMY. i need... the shockwave. NOT emitted by hit on a wall, but by the Katamove, like A1_SPECIAL, A2_SPECAL etc. animation that yu can do with mouse 1+2 mouse or saber attack + alt attack. . it's possible to know how to do that? really, i need for my mod. - i supppose is possible to create an animevent.cfg for the model of the character that holding the blade and setting an animation and a frame of the character that make the wave effect.... but this NO product the damage or the knockback. so if someone know how is possible to obtain a shockwave without hitting a wall with a sword, please, can teach me how to do? O.o Hint: is possible to make a saber that make the shock wave only every a tot amount of enbemy killed example: one shock every ten enemies? i suppose is possible to make a similar thing making 2 version of sab file one with the shockwave and the other with no shockwave parameters. and after making that: on start of level: Set a script that declayire a value "saberwave" set this value on 0 so you make a map, and set every enemy with an deathscript key in the deascriprt, the value of saberwave gain +1 so, on the inizial script, you make that's line: if "saberwave" value is 10... Affect player set saber : (name of the saber with the shockwave) wait 20000 set saber (name of the nornal saber without shockwave) Set saberwave value count to 0 and so the cycle can restart. result: this script can make that the saber making charging power by the death of the enemies in a Single player battle. when enemy killed reach a value, i can give you an example of a similar working script showing a script of t1_danger that i edited for the mod: is the script of the four item of part of ship to find avoind sandcreature for fixing the ship. look how working: pratically when the player find an item, can use some force power until he set item on its place. on the t1_danger weapons1 script: declare ( /*@DECLARE_TYPE*/ FLOAT, "fPiecesPlaced" ); set ( "fPiecesPlaced", "0" ); the piece_pickup script: //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" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "3" ); } 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, < 1.000 0.250 0.250 >, 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" ); } } the 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" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "0" ); 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*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); 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*/ "0" ); 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*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); 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*/ "3" ); 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, < 1.000 0.250 0.250 >, 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*/ "2" ); 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*/ "3" ); 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" ); } } } }
  24. What power do you want, and what power do you not want, and why?
  25. Use CTRL + K for link an entity on GTK radiant to another, for create a trigger, make the brush of the trigger like a large square wall textured with sustem \ trigger and after convert the brush on the trigger yu desire. for the teleport, yu need simply to create a trigger_teleport linked with control + k to a target position entity. this target_position set when the player be spawned using the warp. the switch are so: ù target activate and target deactivate, linekd to -> trigger multiple with an usescript, -> , linked with a func_usable or a func_botton. the script also can deactivate thetrigger for a few of second and after reactivaed by Icarus way. player use the trigger, start the usescript, and the script make the other operations.
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