G5_Wrath Posted May 24, 2002 Share Posted May 24, 2002 i would like to know if anyone knows how to make models fly through the air like the one on ns_streets... the ship that flys through the level real quick any help would be appreciated Lord Wrath Link to comment Share on other sites More sharing options...
normal Posted May 24, 2002 Share Posted May 24, 2002 It requires the usage of scripts, compiled by IBIze. The scripting language is "ICARUS" and it comes from Star Trek Voyager: Elite Force. So far, the scripting tools have not been released for Jedi Knight II: Outcast, so you'll want to wait untill the second package of modification tools are released. Or, you can go get the GDK for Elite Force and put together your own Jedi Knight II: Outcast package from those files. Link to comment Share on other sites More sharing options...
G5_Wrath Posted May 24, 2002 Author Share Posted May 24, 2002 thanks ... i'll probably just wait then Link to comment Share on other sites More sharing options...
UniKorn Posted May 24, 2002 Share Posted May 24, 2002 Uum no, just make your plane a func_train and give it a path to follow. Link to comment Share on other sites More sharing options...
normal Posted May 24, 2002 Share Posted May 24, 2002 Originally posted by UniKorn Uum no, just make your plane a func_train and give it a path to follow. That'll look odd, a ship flying around without rotating. Link to comment Share on other sites More sharing options...
Cunnah Posted May 24, 2002 Share Posted May 24, 2002 i thought trains CAN rotate Link to comment Share on other sites More sharing options...
normal Posted May 24, 2002 Share Posted May 24, 2002 I don't know if they can, or can't. But I do know that the ships on the Nar Shadda "Streets" level had movement scripts. Example (from /scripts/ns_streets/pod_car1.ibi): affect ( "pod_car1", FLUSH ) { task ( "fly" ) { play ( "PLAY_ROFF", "roff/ns_car_flight" ); } task ( "start" ) { move ( $tag( "pc1", ORIGIN)$, $tag( "pc1", ANGLES)$, 0.000 ); } loop ( -1.000 ) { wait ( 1000.000 ); do ( "start" ); wait ( "start" ); do ( "fly" ); wait ( "fly" ); do ( "start" ); wait ( "start" ); wait ( 16000.000 ); } } Link to comment Share on other sites More sharing options...
G5_Wrath Posted May 25, 2002 Author Share Posted May 25, 2002 but how do you make a func_train connect to a model so it knows the model is sposed to move? Link to comment Share on other sites More sharing options...
G5_Wrath Posted May 25, 2002 Author Share Posted May 25, 2002 oh and how do i give/make a path for it? Link to comment Share on other sites More sharing options...
G5_Wrath Posted May 25, 2002 Author Share Posted May 25, 2002 anyone know? Link to comment Share on other sites More sharing options...
Conrad Posted May 25, 2002 Share Posted May 25, 2002 I'm doing a similar thing atm where a tie fighter flies overhead. I've just used a func_train, which was made of 2 brushes, one with the origin texture, one with a nodraw. Then, you create some "path_corner", and target the train at them and them at each other. The only issue I came across was getting the model to point in the right direction, so I had to make the train do a bit of a loop with the "turn_train" check on for each of the corners, which I placed outside my map. Also, setting the "wait" to "2" on these corners meant the train (er ship) doesn't rotate once its inside the map. Link to comment Share on other sites More sharing options...
G5_Wrath Posted May 25, 2002 Author Share Posted May 25, 2002 very interesting information in there,... right now i cant even get the train to take off and i have made path_corners.. ok i made a origin texture and placed it around my model... but in the tutorial it says select both and right click goto func_train and it will connect them both and turn them blue... but... i get an cant creat entity error... so im kinda stuck do i need to use a nodraw texture? Lord Wrath Link to comment Share on other sites More sharing options...
G5_Wrath Posted May 26, 2002 Author Share Posted May 26, 2002 bump Link to comment Share on other sites More sharing options...
Cunnah Posted May 26, 2002 Share Posted May 26, 2002 you probably got a func_group there, remeber patches that are capped are a function group so select your train and click un group entities Link to comment Share on other sites More sharing options...
VIO Posted May 27, 2002 Share Posted May 27, 2002 brushes and models can't be grouped as an entity you need to use the model2 key in the func_train entity pref box Link to comment Share on other sites More sharing options...
Jesterspaz Posted May 27, 2002 Share Posted May 27, 2002 Well if you look at the entity description, it states all the flags you can use, and even a handy description on what the entitiy does. in this case look at the func_train. Link to comment Share on other sites More sharing options...
G5_Wrath Posted May 29, 2002 Author Share Posted May 29, 2002 thanx for all the help so far... but i am still having no luck... i have tried everything you guys have thrown at me can someone do me a small favor... cause i think maybe this model wont func_train... make a func_train for the bespin sky car in the models folder and get it to move this one models/models/map_objects/bespin/twinpodcc.md3 everytime i try to make a func_group or train.. i get this Entity NOT created, brushes not all from world Entity NOT created, brushes not all from world Entity NOT created, brushes not all from world No grouped entities selected. Entity NOT created, brushes not all from world i really need this model to go around my map before i release it.. and the map is ready!!! Thanx guys Lord Wrath Link to comment Share on other sites More sharing options...
G5_Wrath Posted May 29, 2002 Author Share Posted May 29, 2002 bump bump Link to comment Share on other sites More sharing options...
G5_Wrath Posted May 29, 2002 Author Share Posted May 29, 2002 sorry to keep posting about this but i almost have it ... i can feel it so far i created a brush... gave it the origin texture... turned it into a func_train... gave it the model2 key and told it where to find the model... gave it start on... i already have path_corners set for the train... added my model right below the train (i dont know where or if it matters how close my model is to the train, or how close it is to the first path_corner) ... and it still just sits there how close am i? question: do i need to bind the model to the train with ctrl-k? can you think of anything else i need to try? im really stuck thanx for listening Lord Wrath:confused: Link to comment Share on other sites More sharing options...
G5_Wrath Posted May 29, 2002 Author Share Posted May 29, 2002 sorry to keep posting about this but i almost have it ... i can feel it so far i created a brush... gave it the origin texture... turned it into a func_train... gave it the model2 key and told it where to find the model... gave it start on... i already have path_corners set for the train... added my model right below the train (i dont know where or if it matters how close my model is to the train, or how close it is to the first path_corner) ... and it still just sits there how close am i? question: do i need to bind the model to the train with ctrl-k? can you think of anything else i need to try? im really stuck thanx for listening Link to comment Share on other sites More sharing options...
G5_Wrath Posted May 30, 2002 Author Share Posted May 30, 2002 ive been having big trouble with connecting to this site and sending my posts... the first one i didnt think went through... and neither did i think the second one did either so does anyone have any advice ? Link to comment Share on other sites More sharing options...
G5_Wrath Posted May 30, 2002 Author Share Posted May 30, 2002 i guess i'll just take out the ship since no one can help me it would've been cool too oh well Lord Wrath Link to comment Share on other sites More sharing options...
Xcom Posted May 30, 2002 Share Posted May 30, 2002 You need to connect your func_train to the first path_corner. Also I noticed that you typed "models" twice in your model path (above). It should be: models/map_objects/bespin/twinpodcc.md3 This is also model2 key for func_train. Check that. Link to comment Share on other sites More sharing options...
Xcom Posted May 30, 2002 Share Posted May 30, 2002 Ok, if you still having problems download this zip. It contains a pk3 with compiled map and the map file itself. Extract pk3 to base dir and the map file to base/maps. Map's called fc_train (you have load it in SP and IT WORKS .. ) http://home.planet.nl/~xcom/downloads/fc_train.zip Link to comment Share on other sites More sharing options...
sights0d Posted May 30, 2002 Share Posted May 30, 2002 I plan to add this to my map too, so I hope that it works. My level is still in its early stages, but I think that the flying ships overhead are just what I need. Please don't give up, I'll need you to tutor me on how to get it to work! Link to comment Share on other sites More sharing options...
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