snife Posted August 24, 2004 Share Posted August 24, 2004 hi,,, again i wanna make some scripts but i donno how, 1. how shall i setup the script in the map? like give the thing i want to be affected a targetname? if so then what targetname? scripttargetname? 2. i wanna make a script that makes some npcs to follow u,,, and chance the team_player stuff to team_enemy 3. and i thing that i think every mapper wanna make,,, a password-door but i donno if thats possible in JAMP or JASP but it was done in JO,,,, think btw i wanna know if its possible of MP or just SP! any help welcome! Link to comment Share on other sites More sharing options...
lassev Posted August 24, 2004 Share Posted August 24, 2004 1. If you want to affect a brush entity, use script_targetname. If you want to affect an NPC, use NPC_targetname. 2. Team_player normally follows the player. Team_neutral just stands there, doing nothing unless you attack him. Team_enemy of course attacks right away. The set_leader command can be used to set the entity to be followed. I have no idea how these work in MP. 3. What do you mean by password protected door? Elaborate. Link to comment Share on other sites More sharing options...
Shadow_stone Posted August 24, 2004 Share Posted August 24, 2004 lassev did ever play JO? you remember at kejim post? u had to enter a password or a set of passwords to move on, (u had to get the right "picture" anways i dont know if u remember but i think thats what hes talking about (like a combo lock) Link to comment Share on other sites More sharing options...
zag Posted August 24, 2004 Share Posted August 24, 2004 for that level im guessing they used a func_usable with a shader that changes everytime it is used. i guess if you know what shader it starts at and how many till the right one you could use a target_counter to fire something when its at the correct frame and another target_counter to fire if it goes back past that frame.. do that for each 'coloured picture' use a setup of trigger_multiples that start infront of the door and end up firing the door then you could use target_activate and target_deactivate to turn off each trigger_multiple that sounds complex, do you need me to draw a diagram? Link to comment Share on other sites More sharing options...
lassev Posted August 24, 2004 Share Posted August 24, 2004 Originally posted by Shadow_stone lassev did ever play JO? you remember at kejim post? u had to enter a password or a set of passwords to move on, (u had to get the right "picture" anways i dont know if u remember but i think thats what hes talking about (like a combo lock) Yeah. I built quite a similar system for my own JO SP level, actually. Although I didn't use target_counters but somewhat advanced scripting. Still, the scripting was way easier than zag's method, although maybe not suitable for MP. Link to comment Share on other sites More sharing options...
snife Posted August 24, 2004 Author Share Posted August 24, 2004 with password-door i ment like this: some1 can chance the password then when u press a button then u must enter that password and then if its correct u will be possible to enter a room or something for that level im guessing they used a func_usable with a shader that changes everytime it is used. i guess if you know what shader it starts at and how many till the right one you could use a target_counter to fire something when its at the correct frame and another target_counter to fire if it goes back past that frame.. i allready knowed that, 2. Team_player normally follows the player. Team_neutral just stands there, doing nothing unless you attack him. Team_enemy of course attacks right away. The set_leader command can be used to set the entity to be followed. I have no idea how these work in MP. that wasnt really what i was recuested, i wanna make like a "npc's-love-u -button" like it chances some npcs like a reborn to not kill u,,, and the follow u and kill every1 near u! like a body guard and its going to be in MP Link to comment Share on other sites More sharing options...
lassev Posted August 24, 2004 Share Posted August 24, 2004 Originally posted by snife that wasnt really what i was recuested, i wanna make like a "npc's-love-u -button" like it chances some npcs like a reborn to not kill u,,, and the follow u and kill every1 near u! like a body guard and its going to be in MP It indeed was what you requested, because those things can be controlled with ICARUS. But anyway, you are probably out of luck in MP, so it really doesn't matter. Link to comment Share on other sites More sharing options...
snife Posted August 25, 2004 Author Share Posted August 25, 2004 cant i even make then to follow u? or to follow a brush or anything?! i know that it can be done, i saw a forum that some1 made a script making some stormtroopers to follow a stormofficer but i dont just wanna make that,,, i wanna make spawn npc's to follow u to, can it be done? Link to comment Share on other sites More sharing options...
snife Posted August 25, 2004 Author Share Posted August 25, 2004 okey,,, so heres another question! i wanna make a npc that u cant see,,, and it should have a small model ,,, cuz i wanna have it like a sooter_blaster but that it has the player/npc's/bots as targets i wanna make: 1 that can move and 1 that cant move so im wondering how do i script it or how should i do? sry for my bad english Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 26, 2004 Share Posted August 26, 2004 I scripted some stormtroopers following a stcommander in a cutscene... The thing is, those troopers were not really following him, they were walking to there own nav_goal, which was behind the commander, so it appeared like they were following him. Just set up nav_goals, and script NPCs walking to them in a -1 loop. Put a commander in front of him so people think they are following the commander As for your last post... I really.. didn't understand it/the point... Link to comment Share on other sites More sharing options...
lassev Posted August 26, 2004 Share Posted August 26, 2004 Well, the basic problem in MP is that the players are not identifiable, as far as I know (which might be wrong, since I don't map MP). To set a leader, you need an identification of the leader. I'm not sure how the alignments (teams) work in MP. Maybe team_player NPC will follow one group of the players, and team_enemy the other group. What I really don't understand, however, is why you are only asking questions and not trying out the offered solutions at all. We can speculate here for all eternity and then some, without any progress, if you don't go forward and try something out. And I agree with lukeskywalker1: I don't understand your last post. Link to comment Share on other sites More sharing options...
snife Posted August 26, 2004 Author Share Posted August 26, 2004 i wanna make a npc that u cant see,,, and it should have a small model ,,, cuz i wanna have it like a shooter_blaster but that it has the player/npc's/bots as targets i meen that i wanna have a shooter_blaster that shots on the player and/or npc's. or if there is like a small model that looks like a remote_droid that can move and shot blaster-shots at the player,,, i donno how i should do it maybe with a stormtrooper that is 1inch but then i need to make a new skin that u cant see,,, yea whatever ill try self thx for all help Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 26, 2004 Share Posted August 26, 2004 Make the stormtrooper, press N and click non-solid, then.. make a script that affects that NPC (it will need an NPC_targetname) Give the script these commands: //(BHVD) affect ( "stormtrooper_targetname", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" ); } Then the stormtrooper will be invisible, and will shoot at people... If thats not what you want... then.. I am not sure. You could make a turret, they shoot at everyone Link to comment Share on other sites More sharing options...
snife Posted August 27, 2004 Author Share Posted August 27, 2004 Originally posted by lukeskywalker1 Make the stormtrooper, press N and click non-solid, then.. make a script that affects that NPC (it will need an NPC_targetname) Give the script these commands: //(BHVD) affect ( "stormtrooper_targetname", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" ); } Then the stormtrooper will be invisible, and will shoot at people... thx,,, that was what i wanted! Originally posted by lukeskywalker1 You could make a turret, they shoot at everyone what do u meen? can u make a turret nonsolid? and btw what turrets is it in MP? Thanx for all the help! Link to comment Share on other sites More sharing options...
snife Posted August 27, 2004 Author Share Posted August 27, 2004 BTW! how do u make the script to run?' or is it automatic? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 28, 2004 Share Posted August 28, 2004 OK: Make a target_scriptrunner (in radiant) Check under the menus, its listed under "targets" or something. Press N, then type in Usescript scripts/your_script_folder/script_name Then, deselect everything. Highlight a player, and connect it to the scriptrunner. You will need to do with each "player" individually. (Highlight the info_player_start 1st, then the scriptrunner, and press ctrl+K) do this with every player entity (info_player_deathmatch, info_player_duel etc...) The script should run. As for the turrets, check the siege_hoth map, they are those guns hanging on the ceiling that shoot at the imperials. I guess you don't need them now... Link to comment Share on other sites More sharing options...
snife Posted August 29, 2004 Author Share Posted August 29, 2004 2 more questions: 1. how can i make a script to fires more than 1 time? i wanna have a thing so u can set a stormtrooper to be invisible and then back to visible again,,,, and a rancor that doesnt attack the player. and i wanna make so i can chance the rancor back again! and can i make a trigger that makes the player/npc to make a animation? and that allso need to be fired more than 1 time,,,, all this is for MP thx for all help btw Link to comment Share on other sites More sharing options...
snife Posted September 11, 2004 Author Share Posted September 11, 2004 why isnt anyone posting back? and btw can you make so that a npc chances to another npc, cuz that would be great for my map, its like a starship where everything can be possible, i've made a friendly rancor and allso a mini-rancor but i still cant get the sentry to work! i just want a friendly, small sentry that could work like a seeker/remote, but can u chance so that u can use a seeker/remote in MP in the source? plz answer! Link to comment Share on other sites More sharing options...
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