lukeskywalker1 Posted July 21, 2004 Share Posted July 21, 2004 Grrr.... I spent like.. 2 hours scripting this for my movie. The commander is leading a group of 18 stormtroopers on a bridge. The commander, and 12 stormtroopers march behind him. The last 6 wont march! Its divided up into rows of 3... like this: . . . . . . N N N N N N . . . . . . . N N N N N N N . . . . . . N N N N N N Yeah.. but the last 2 rows will not move, they just turn sideways. The "." are the troopers, and the "N" are the navgoals... So heres what I did, I deleted the last 2 rows... but then, the last rows wouldnt move, they did the same thing! (But they moved before!) Check the script: //(BHVD) affect ( "st_commander", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "com_walking" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walkcom" ); } dowait ( "com_walking" ); } affect ( "storm_blue1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk1" ); } dowait ( "walk_storm1" ); } affect ( "storm_blue2", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm2" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk2" ); } dowait ( "walk_storm2" ); } affect ( "storm_blue3", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm3" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk3" ); } dowait ( "walk_storm3" ); } affect ( "storm_blue4", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm4" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk4" ); } dowait ( "walk_storm4" ); } affect ( "storm_blue5", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm5" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk5" ); } dowait ( "walk_storm5" ); } affect ( "storm_blue6", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm6" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk6" ); } dowait ( "walk_storm6" ); } affect ( "storm_blue7", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm7" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk7" ); } dowait ( "walk_storm7" ); } affect ( "storm_blue8", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm8" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk8" ); } dowait ( "walk_storm8" ); } affect ( "storm_blue9", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm9" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk9" ); } dowait ( "walk_storm9" ); } affect ( "storm_blue10", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm10" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk10" ); } dowait ( "walk_storm10" ); } affect ( "storm_blue11", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm11" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk11" ); } dowait ( "walk_storm11" ); } affect ( "storm_blue12", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm12" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk12" ); } dowait ( "walk_storm12" ); } affect ( "storm_blue13", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm13" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk13" ); } dowait ( "walk_storm13" ); } affect ( "storm_blue14", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm14" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk14" ); } dowait ( "walk_storm14" ); } affect ( "storm_blue15", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm15" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk15" ); } dowait ( "walk_storm15" ); } affect ( "storm_blue16", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm16" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk16" ); } dowait ( "walk_storm16" ); } affect ( "storm_blue17", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm17" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk17" ); } dowait ( "walk_storm17" ); } affect ( "storm_blue18", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); task ( "walk_storm18" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk18" ); } dowait ( "walk_storm18" ); } Ive tried DO and DOWAIT, but it has the same results. Please HELP! Thanks... you have no idea how annoying this is... and how good it will look if it works! Link to comment Share on other sites More sharing options...
Codja X Posted July 21, 2004 Share Posted July 21, 2004 Just like real stormtroopers then:) Link to comment Share on other sites More sharing options...
mslaf Posted July 21, 2004 Share Posted July 21, 2004 Maybe it's because of a bug in the Icarus code. If it doesn't work try to "move" only the first three troopers and make the rest to follow them. Example: Sa3 Sa2 Sa1 NavA Sb3 Sb3 Sb1 NavB Sc3 Sc2 Sc1 NavC If Sa1 goes to the navpoint NavA, Sa2 will follow him and Sa3 will follow Sa2 etc, etc. I’m not sure about the final effect but it may be really cool. By the way: If you want the enemy to chase you don’t use the “chase” mode, use the “follow” mode instead. It’s much more effective because it’s not limited to the line of sight and the enemy will find you whenever you are. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted July 21, 2004 Author Share Posted July 21, 2004 Yeah, just like real stormtroopers! By the way: If you want the enemy to chase you don’t use the “chase” mode, use the “follow” mode instead. It’s much more effective because it’s not limited to the line of sight and the enemy will find you whenever you are. I found this: //(BHVD) set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_FOLLOW_LEADER" ); Will that work, but, how do you specify a leader? If Sa1 goes to the navpoint NavA, Sa2 will follow him and Sa3 will follow Sa2 etc, etc. I’m not sure about the final effect but it may be really cool. I think that will do what I want, but Im not really sure how to set it up... Link to comment Share on other sites More sharing options...
mslaf Posted July 21, 2004 Share Posted July 21, 2004 I cannot give a working example because my scripts are lost somewhere. Try to improvise if it doesn't work. set(“SET_LEADER” , "leadername"); set("SET_BEHAVIOR_STATE" , "BS_FOLLOW_LEADER" ); SET_LEADER is undocumented but exists inside "jagamex86.dll". I was testing this behavior few months ago and it was working quite well. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted July 21, 2004 Author Share Posted July 21, 2004 http://img46.exs.cx/img46/673/shot8.jpg -thats a shot of it. As you can see, the stormtroopers in the back turn and wont walk :-\ Ill try out what you said The shot looks really good, except the guys in the back.... (yes, the tie is moving) Link to comment Share on other sites More sharing options...
mslaf Posted July 21, 2004 Share Posted July 21, 2004 It looks good without the guys in the back, just remove them . Hard to say, what's not right Maybe there's something wrong with the npc entities. Remove them and create again. Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted July 21, 2004 Share Posted July 21, 2004 Originally posted by Codja X Just like real stormtroopers then:) Priceless comment there Codja Link to comment Share on other sites More sharing options...
Codja X Posted July 21, 2004 Share Posted July 21, 2004 Have you set the cinematic flag on the last row of stormtroopers? Also, if you've copied and pasted all the navpoints have you made sure that their names are all correct? I know it sounds almost patronising but i've learned the hard way that starting off looking at the most complicated solution isn't the best of ideas:) [edit] Is that hapslash's Stormtrooper Model? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted July 22, 2004 Author Share Posted July 22, 2004 Yeah, Codja, I checked ALL of that.. countless times Yeah, its hapslash's model (not included with the mod) :-p Its not that easy Mslaf, I did that, but then, whoever is on the last 2 rows ALWAYS does that.... :-\ Im thinking about just making them invisable. And, yeah, I remade them.. It might just simply be that ICARUS cant handle moving that many NPCs at the same time... I hope this isnt the start of a huge batch of other problems in this map, its going so good right now (except the current problem.) Link to comment Share on other sites More sharing options...
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