Lindsey Posted November 3, 2003 Share Posted November 3, 2003 Ok, I'm making a Deathstar surface level with ships and stuff for team ffa. The proble is, I've followed the instructions for respawning them, and nothing happens, I can get the ship the first time, but it never respawns. I type this in the settings for the vehicles: NPC_Type X-Wing NPC_target X-wing count -1 delay 5 dmg 25000 speed 512 classname NPC_Vehicle also has the no_pilot_die and origin. What is missing/why is it not working? Also, some of my ships wrere facing the wrong way, I turned them around using the angle, and they started flying very jerky. The ones that were turned the other way flew fine. Link to comment Share on other sites More sharing options...
Zer0-L0giC Posted November 3, 2003 Share Posted November 3, 2003 You're missing the targetname key. Link to comment Share on other sites More sharing options...
Lindsey Posted November 3, 2003 Author Share Posted November 3, 2003 Ive tried adding that, the ship dosnt appear in the map at all then. Is there some sort of script i need or something? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted November 3, 2003 Share Posted November 3, 2003 NPC_targetname Link to comment Share on other sites More sharing options...
Lindsey Posted November 4, 2003 Author Share Posted November 4, 2003 ok, still getting problems, now it says when the ship blows up "entitie used itself". Then, no respawn. I now have NPC_Type, NPC_targetname, and npc_target as tie-fighter, count as -1, delay as 5, dmg as 25000, no_pilot_die, speed as 512, classname as NPC_vehicle and the origin number in the options. I am doing something wrong, what tho? Link to comment Share on other sites More sharing options...
Zer0-L0giC Posted November 4, 2003 Share Posted November 4, 2003 Did you read my tutorial on this? TUTORIAL There is a big link at the top of the tutorial page that has a sample map and bsp for you to look at . . . The reason it doesn't spawn into the map after you've added targetname is because it needs to be told to spawn. This is where the spawnscript comes in. You'll need behaved to make one (the one we released for jk2 works fine). It is really simple to do, look at the screenshot in my tutorial. I've seen some people saying to just "Make a big trigger all over the whole map and target all teh ships!!!" But that's just silly and evil, don't do it like that Take off npc_targetname BTW, the reason using a spawnscript is best is because it spawns the ships into the level before players join...If you do it the way with a big trigger, you have to wait for a player to join. Link to comment Share on other sites More sharing options...
Lindsey Posted November 4, 2003 Author Share Posted November 4, 2003 forgive me for being stupid, but where do you find this script? Is it in the program? or can I get this off the internet? When I do get the script, what do I do? Link to comment Share on other sites More sharing options...
ondrahosek Posted November 12, 2003 Share Posted November 12, 2003 To get this script, you have to write it. To write it, just as Zer0 said, use BehavEd. To get BehavEd, download the JO Editing Tools. Link to comment Share on other sites More sharing options...
<|FeaR|>Storm Posted November 21, 2003 Share Posted November 21, 2003 Why is an JO post in a JA forum? The Jedi Outcast Mapping forum is a click back. Now that I may have yur attention, why is it ppl get bumped off the server when too many ppl fly ships. I dont see this happen on Kotor Flight School, why does it do this on my map? Please enlighten me. Link to comment Share on other sites More sharing options...
WadeV1589 Posted November 21, 2003 Share Posted November 21, 2003 This isn't a JO post, would be good if you actually read the first post which is all about spawning vehicles for his deathstar map! JO was mentioned 2 posts above because the editing tools contain BehaveEd which can be used for JA....btw I highly recommend you just learn Icarus and use notepad, skip using BehaveEd entirely. Then all you need is the exe to compile it. Link to comment Share on other sites More sharing options...
lassev Posted November 21, 2003 Share Posted November 21, 2003 Originally posted by WadeV1589 btw I highly recommend you just learn Icarus and use notepad, skip using BehaveEd entirely. Then all you need is the exe to compile it. What a strange recommendation. Unless he gets the exe from somebody else, he still needs to get the tools to get the exe. And it seems to me that by using BehavEd one does learn ICARUS to a certain degree. The editor was created to spare some effort. I have used Notepad myself from time to time to edit scripts, especially with JA, since the animations are different, but I would hardly suggest abandoning BehavEd. Link to comment Share on other sites More sharing options...
-=IBG=-Xan[JSA] Posted November 24, 2003 Share Posted November 24, 2003 ok, I've followed the tutorial, used behaved, but my ships still won't respawn. -NPC_Vehicle Entity- CLASSNAME NPC_Vehicle Speed 512 dmg 25000 NPC_Target tie-fighter count -1 npc_type tie-fighter origin 1120 -2592 72 delay 5 showhealth 1 targetname tie-fighter spawnflags 1 -worldspawn entity- message got one there classname worldspawn spawnscript jsa_fllight I've put the jsa_flight.icarus, jsa_flight.IBI and the jsa_flight.txt in the scripts folder of my pk3. Nadda. Any help or suggestions would be great. (= Link to comment Share on other sites More sharing options...
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