Pseudopath Posted May 25, 2002 Share Posted May 25, 2002 Can someone explain how to get the "Falling/kill/death" anim thingy working? I make the sheet the texture it with the trigger and then trigger_hurt, do the settings and I end up falling through HOM!!?!?! Also, I would like to know how I get NPC to follow a path, I have seen a thread somewhere but can't find it, I am using a script and navgoals etc. but nothing happens.. Thanks for your help! - Pseudopath. Link to comment Share on other sites More sharing options...
RichDiesal Posted May 25, 2002 Share Posted May 25, 2002 You probably have an untextured/caulked bottom to the hole... change it to a dark texture or black and it should be fine. You are falling in the first place, right? You get the falling animation? Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 25, 2002 Share Posted May 25, 2002 Naw. If you're doing it for SP, there's some 'lock cam' and some other command you have to set in the trigger_hurt. But for MP, just put the key 'dmg' and the value '-1'. As you can see, I'm a MP mapper not SP, so I won't be much help w/ the scripting either. Link to comment Share on other sites More sharing options...
Pseudopath Posted May 26, 2002 Author Share Posted May 26, 2002 Thnx for your replies...... RichDiesal - It's in a "sky" area. And I dont get the aimation, just fall for a LONG time into HOM!!!! I tried "noclip" and spent five minutes going towards the spec that was may map and didnt seem to get close.......... ;( Cmdr. Antilles - I did set the "lockcam" option, and the jedi I spawn seem to die with the scream ( I was in another room at the time so I dint see it ;(). I hope that clarifies things. Thanks for your help. Any more ideas? - Pseudopath. Link to comment Share on other sites More sharing options...
RichDiesal Posted May 26, 2002 Share Posted May 26, 2002 Aha, I see... Well, if you're getting a HOM effect, that means that some area you're falling into is untextured/caulked... just triple check that everything down there is working. And if you're mapping for SP, you need to check "lockcam" and "falling" and give the key "dmg" a value of say... 1000. That should work. Link to comment Share on other sites More sharing options...
dvader28 Posted May 26, 2002 Share Posted May 26, 2002 FFS pseudo...how many times do we have to explain this bloomin' NPC walking about thing!? Right, here goes: 1. Create your NPC. 2. Create 2 navgoals. Make sure they're on the ground, and make sure the NPC can "see" them (you can't have one on the other side of a wall, for example) 3. Select one of the navgoals. Press N. Add the following key: targetname waypoint1 3. Select the other navgoal. Press N. Add the following key targetname waypoint2 4. Select the NPC. Press N. Add the following keys: parm1 waypoint1 parm2 waypoint2 spawnscript kejim_post/2_point_patrol Note the spawnscript key does NOT have scripts/ in it, and the 2_point_patrol does NOT have .ibi after it. That should do it. You can either put the npc right next to the first navgoal or not. If you don't, the NPC will move to the first one, then the second one, and so on. If you want a four point patrol, then change the script name to 4_point_patrol, add 2 more navgoals, with targetnames waypoint 3/4, add the parms to the NPC, and away you go. hope that helps! Link to comment Share on other sites More sharing options...
Pseudopath Posted May 26, 2002 Author Share Posted May 26, 2002 Thnx RichDiesal - I have is textured as the "bespin/sky" and before I added the trigger_hurt you could wlk around on it?!? dvader - I dont want a patrol. I want the NPC_Jedis, 8 of them infact, to all run past me when I open a door and engage the Reborn in the next room. All I get now is the Jedi following me and getting stuck staring at the wall when I engage the Reborn myself. DAMN annoying ;( Anyway have a look :- http://www.jedioutcastmaps.com/beta.php?id=189 Thnx for all your help. - Pseudopath. Link to comment Share on other sites More sharing options...
RichDiesal Posted May 26, 2002 Share Posted May 26, 2002 Yup, a brush is a brush, regardless of what texture/shader you have on it... meaning you can walk on a brush whether you can see it or not (unless its textured with "nodraw"). All applying a sky shader to a brush face does is give the illusion of a natural sky. It doesn't actually open up infinite space in that direction. Link to comment Share on other sites More sharing options...
Pseudopath Posted May 26, 2002 Author Share Posted May 26, 2002 The thing is I can see it textured but when I jump on to it to "simulate" a fall I don't trigger the fall anim, camlock nor get any damage. I Just fall - Pseudopath. Link to comment Share on other sites More sharing options...
RichDiesal Posted May 26, 2002 Share Posted May 26, 2002 Hmm... alright, it should be set up like this. 1) You should build the area with a sizable distance to fall. i.e. build it with at least a few hundred grid units for the player to fall into. 2) At a reasonably high point (under the lowest platform), place a trigger_hurt the ENTIRE width of the area you can fall into (I think this is what's wrong on yours). 3a) If it's a single player map, check LOCKCAM and FALLING and add key "dmg" with value "1000" 3b) If it's a multiplayer map, add key "dmg" with value "-1" Link to comment Share on other sites More sharing options...
Pseudopath Posted May 26, 2002 Author Share Posted May 26, 2002 I have adjusted the height and the "dmg" value and am testing it now (SP level btw). - Pseudopath. Link to comment Share on other sites More sharing options...
Pseudopath Posted May 26, 2002 Author Share Posted May 26, 2002 The falling thing works now!!! All I need next is to get that scripting issue sorted out. Any takers? Thanks. - Pseudopath. Link to comment Share on other sites More sharing options...
dvader28 Posted May 28, 2002 Share Posted May 28, 2002 I haven't got time to look myself, but browse thru the yavin scripts and see if there's one that could do it. The names are all pretty self explanatory. If there's a likely one, search for devaheb on google, which will allow you do to decompile the .ibi script file and open it in notepad. OR........i'm not sure if good npc's will automatically engage bad npcs, but you could probably just edit the 2_point_patrol script to stop the loop bit (i.e. walking back and forth), and just have them running to points in the room. If they auto engage, then they should just run in and fight. Link to comment Share on other sites More sharing options...
Xcom Posted May 28, 2002 Share Posted May 28, 2002 Originally posted by dvader28 i'm not sure if good npc's will automatically engage bad npcs They will. Link to comment Share on other sites More sharing options...
Pseudopath Posted May 29, 2002 Author Share Posted May 29, 2002 Well thanks for everyones help! I have now got the falling/trigger_hurt working and the script to move the NPC. I ended up reading some EF tutorials decompiling a few scripts and then writing my own I also wrote a force change script too! Well I impressed myself anyway Yes you guessed it I have another question now :- How do I get the same NPCs to follow me when I activate a trigger and then subsequently do another scripted move? Any help would be appreciated. Thanks. PS. check my thread here for the map so far... http://www.lucasforums.com/showthread.php?s=&threadid=57012 Please not my father will be updating the hosted file soon it was updated today. - Pseudopath. Link to comment Share on other sites More sharing options...
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