Tempust85 Posted August 18, 2013 Share Posted August 18, 2013 Started on this tonight, here's a few alterations including a WIP new pipe texture with env shine:Can't seem to get specular to work for some reason, using the shader code from player models doesn't work well. Link to comment
Syd0w Posted August 18, 2013 Share Posted August 18, 2013 Just played through the first level and I noticed that in this pic you have the floor and ceiling textures reversed. Link to comment
Tempust85 Posted August 18, 2013 Author Share Posted August 18, 2013 Yeah, did that on purpose. Does it seem right to have the lights on the floor? The original DF2 Mod team also has the lights on the roof. Circa likes this Link to comment
Tempust85 Posted August 19, 2013 Author Share Posted August 19, 2013 Here's the bar so far: Already killed the two Gran, but they spawn where the two beer glasses are. Can someone please tell me how to give Kyle a weapon on spawn? Script doesn't work, and I currently have to place the bryar on the floor and run over it lol. Link to comment
Tempust85 Posted August 19, 2013 Author Share Posted August 19, 2013 Here's a very small amout of play: http://www.youtube.com/watch?v=4maSbTKKp6I Fullbright, no lighting was built. Circa likes this Link to comment
Linken Posted August 19, 2013 Share Posted August 19, 2013 If I remember right, there's two ways, the scripted version, and the unscripted. To make a script using BehavED. Open up your behavED program, first click on affect (should be at the top) Double click the :"DEFAULT" portion of the affect, and put in player, leave everything else unchanged. Make sure the next portion is set to be inside the affect. I'm sure you already know how to keep the saber from appearing, but just in case. Select: set ( <str> <str> ), double click it,go to the first drop menu, select SET_SABER1 and in the other window, type "none" (without quotes of course). As for the weapon, SET_WEAPON then, as it looks like you want just the Bryar, WP_BRYAR_PISTOL. In GTKRadiant, make a trigger_once that the player will immediately spawn into, link a target_scriptrunner to it, open up the entity menu, do usescript, then link your script in there, and it should work. If you want the unscripted version, just drop a bryar pistol immediately on the spawn, but scripts are more accurate and professional-looking. Tempust85 likes this Link to comment
Tempust85 Posted August 19, 2013 Author Share Posted August 19, 2013 Thanks heaps, my own attempt at setting the weapon via script just didn't work. I found for some reason I can't have any items or weapon entities in the same space as the player start. :/ Any one have an idea why once I upgrade from the bryar to the e11, I can't switch back to the bryar? Link to comment
Linken Posted August 19, 2013 Share Posted August 19, 2013 That....I have no idea. I wish I could help you more. It might be a limitation with the game or something. To be honest I've only ever seen the bryar pistol (in single player) be used by Kyle during the Byss level. Even in multiplayer it's extremely bugged. lpriefer01 likes this Link to comment
Onysfx Posted August 19, 2013 Share Posted August 19, 2013 Looking good! I've only just a week ago played through DF2, but I look forward to this mod . Link to comment
Circa Posted August 19, 2013 Share Posted August 19, 2013 Thanks heaps, my own attempt at setting the weapon via script just didn't work. I found for some reason I can't have any items or weapon entities in the same space as the player start. :/ Any one have an idea why once I upgrade from the bryar to the e11, I can't switch back to the bryar?That's just how JA works. You're not technically supposed to have the bryar so i doesn't support it fully. You'll probably have to replace the DL-44 blaster pistol with the Bryar like how I believe the DF mod did. Link to comment
Tempust85 Posted August 19, 2013 Author Share Posted August 19, 2013 Ah right, maybe openjk can have this fixed? Link to comment
eezstreet Posted August 19, 2013 Share Posted August 19, 2013 Why not just replace the DL-44 model with the Bryar model? Bryar is only meant to be used by NPCs anyway. Link to comment
Circa Posted August 19, 2013 Share Posted August 19, 2013 You could just switch the two models and give some NPCs the Bryar-functioning DL-44 so there's still some variety in weaponry. And Kyle will have a DL-44-functioning Bryar. Asgarath83 likes this Link to comment
AshuraDX Posted August 19, 2013 Share Posted August 19, 2013 you could even go further and just swap the weapon settings via ext_data/weapons.datbut I think the only difference between both guns are the effects as If I remember correctly they function the same way and also share the same alt-fire Link to comment
Circa Posted August 19, 2013 Share Posted August 19, 2013 Even the effects are the same. The only differences are the name, model, and code. Link to comment
Tempust85 Posted August 19, 2013 Author Share Posted August 19, 2013 I edited the weapons.dat to swap out the model. @ SET_SABER1 doesn't exist so I tried SET_WEAPON instead. However, this script doesn't work: affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( $get( STRING, "SET_WEAPON")$, "none" ); set ( $get( STRING, "SET_WEAPON")$, "WP_BLASTER_PISTOL" ); } Link to comment
eezstreet Posted August 19, 2013 Share Posted August 19, 2013 "none" isn't a valid weapon, try WP_NONE. But why are you setting it to WP_NONE first to begin with? Link to comment
Tempust85 Posted August 19, 2013 Author Share Posted August 19, 2013 I'm trying to stop the saber from being added, it seems to be the default weapon. :\ Link to comment
Linken Posted August 20, 2013 Share Posted August 20, 2013 SET_WEAPON only works with actual guns, as for SET_SABER1, odd.... Link to comment
eezstreet Posted August 20, 2013 Share Posted August 20, 2013 Even the effects are the same. The only differences are the name, model, and code.Code even is identical, except for infinite ammo/different firing rate in MP. Link to comment
Tempust85 Posted August 20, 2013 Author Share Posted August 20, 2013 I've replaced the blaster pistol with the bryar so that's taken care of. Still can't get that script to give me a weapon though. I've managed to stop the saber from being added by checking "noweapon" on the player_start. Link to comment
eezstreet Posted August 20, 2013 Share Posted August 20, 2013 Are you trying your map in MP or SP? Link to comment
Tempust85 Posted August 20, 2013 Author Share Posted August 20, 2013 SP. Hmm, won't even load this script: affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } } I have a target_scriptrunner linked to a trigger_once that only the player can trigger. Link to comment
therfiles Posted August 20, 2013 Share Posted August 20, 2013 SP. Hmm, won't even load this script: affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } } I have a target_scriptrunner linked to a trigger_once that only the player can trigger. I'll do some research regarding the weapon problem, I never knew if it was an entity key or a scripted command that made the lightsaber unusable... Anyway, your script looks great, and the task is solid, but you need to run the task. Use the "do" or "dowait" and fill in the task's name. Tell me if that works. Make sure the do/dowait is in the affect. Tempust85 likes this Link to comment
Tempust85 Posted August 20, 2013 Author Share Posted August 20, 2013 Thanks for posting. I have the saber not loading anymore via "noweapon" on player start, I just can't get it to give me the WP_BLASTER_PISTOL. With the bartender, still nothing rem ( "get out of my bar!" ); affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } do ( "Get_Out" ); } Must be my entities then. Here's a rundown of them: Link to comment
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