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A little help please???????


Gideon

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I'm currently working on a map that is never seen in a Star Wars episode but still, it's just fun doing and when finished don't hesitate to give it a try.

 

Anyway, I have some problems.

 

1. How do you make a button that isn't goin somewhere and than gets back but a button that changes it's color after pressing it( a normal door button for instance and a button that changes color every time you press it, a toggle button so to say)

 

2. How do you make NPC's follow waypoints? And I don't mean the wayponits that navigate the NPC through a building but the ones needed to let a NPC patrol.

 

3. Can you cut away pieces in a brush? Because I have a cilinder but the only way out of it is by going up and I don't know how to make good elevators( anyone can give me some help here two?)

 

4. Which of the BSP thingys do I need to play the map?

Question, do you need to put waypoints in an order which the NPC's can see? For example, you would have to put one just before a door because he can't see the one behind it?

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A little help he says? Kidder :D

I'll answer some.

 

2. Make waypoint_navgoals. Then use scripts to make NPC sequentionally walk from one to the others. Smth like this:

affect (NPC) 
{
      task ('walk1')
       {
               set (navgoal, "goal1");
       }
      task ('walk2')
       {
               set (navgoal, "goal2");
       }
      task ('walk3')
       {
               set (navgoal, "goal3");
       }
      task ('walk4')
       {
               set (navgoal, "goal3");
       }
        dowait("walk1");
        dowait("walk2");
        dowait("walk3");
        dowait("walk4");
}

 

Syntax is wrong but it gives u general idea.

 

3. Hmm, yes you can cut pieces from a brush by using clipping tool. The rest of the question is a mystery to me. :D

 

4. Seems like to questions in here.

Compile w/ Novis_Nolight and you will already be able to load the map.

Use FullVis+Extra for final compile.

 

Technically, NPCs can see waypoints even behind a door unless there is an areaportal in the door.

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XCom rules!!!!!! Very much thanks!!!!!

 

I've got something else to ask now, would you be interested to compile and finish one of my maps. Its very fine looking map sofar but I don't want to finish it. It's the first map I made for all games (except Freespace two which I must say has a much more understandable mapeditor than JK2).

 

BTW it's a Theed map, and a darn good one I say again.

 

Much Thanks:D Much Thanks:D Much Thanks:D Much Thanks:D Much Thanks:D Much Thanks:D Much Thanks:D Much Thanks:D

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Hey RichDiesal! Long time no siege!

When I wanted to send my map to you it took about half an hour and than said it was to big. Anyway, do you still want to do it?

 

BTW Does anybody know how you can spawn NPC's at an exact time and take them out of the game when you go somewhere else? I really need to know this or my map is a framerate killer because it has the clone/battledroid army (I'm still thinking about that) in one room!

 

Is there nobody who wants to test my Naboo map and what is patch mesh?

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I don't think you can spawn them at an exact time, but you can trigger the spawns, I think.

 

For the removing of the NPCs: Just write a script which changes the behaviour of the NPC to BS_REMOVE (would be set(SET_BEHAVIOURSTATE, "BS_REMOVE").

This removes the NPC automatically when you get out of its viewrange.

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