d_eisenga Posted January 29, 2005 Share Posted January 29, 2005 I've tried everything i could think of, but they just won't appear on my maps. with misc_turretG2, the console reports that its not a spawn function, but with misc_weapon_shooter i get no message at all. I've looked around a bit and haven't found an answer to my problem. So if anyone could help, it would be much appreciated. PS, i have gotten the ordinary misc_turret to work, but that's not the one I need. Link to comment Share on other sites More sharing options...
d_eisenga Posted February 1, 2005 Author Share Posted February 1, 2005 hm, this post is only part bump... the other half is yet another question. if I want to affect the player character in a script, it should be affect ( "player", FLUSH ), shouldnt it? I'm trying to set the force power levels. It doesnt have any effect however. the rest of the script does work. The script is run at the start of the level, but the entire force meter is gone and there are no force powers in the datapad thing, as if the force is completely removed for the player. I am completely lost. Can anyone help me? Link to comment Share on other sites More sharing options...
d_eisenga Posted February 12, 2005 Author Share Posted February 12, 2005 i was on my way to bump this post(surely somebody knows the answer) but i thought of anpther question to ask. how can i use a script to move an NPC while this NPC is using a specific animation? i made a script that makes the NPC use one of the knockback animations but he just stays in place while the animation plays. the only way i know of moving an NPC is with SET_NAVGOAL, but that just makes him walk. I've tried the move commands and setting X and Y velocity but nothing works. can anyone help me with these questions? Link to comment Share on other sites More sharing options...
razorace Posted February 12, 2005 Share Posted February 12, 2005 You need to set the ICARUS scripting to set the animation and then the animation timers so that the animation holds that way for a while. Link to comment Share on other sites More sharing options...
d_eisenga Posted February 13, 2005 Author Share Posted February 13, 2005 well, this is what i have: set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_KNOCKDOWN2" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 2000.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_GETUP_BROLL_B" ); during the knockdown animation, his position in the room remains the same, he just looks like he's flying backwards. then he lies on the floor for a whil and gets up. during the 'get up' animation, he does move backwards. Link to comment Share on other sites More sharing options...
razorace Posted February 13, 2005 Share Posted February 13, 2005 The roll animation is associated with movement while the knockdown is not. Is that a problem? Link to comment Share on other sites More sharing options...
d_eisenga Posted February 14, 2005 Author Share Posted February 14, 2005 yes, actually. I want the character to actually fly backwards at speed, like he would if he was pushed kicked. Link to comment Share on other sites More sharing options...
razorace Posted February 14, 2005 Share Posted February 14, 2005 hmm, you might be able to tell him to move backwards while the knockdown animation is playing. Link to comment Share on other sites More sharing options...
d_eisenga Posted February 14, 2005 Author Share Posted February 14, 2005 i already tried set_forwardmove -127, if thats what you mean. Link to comment Share on other sites More sharing options...
razorace Posted February 14, 2005 Share Posted February 14, 2005 hmmm, I don't know then. Sorry. Link to comment Share on other sites More sharing options...
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