dimi30 Posted August 24, 2002 Share Posted August 24, 2002 I'm using a script that makes tie fighters fly over the player when he is in a building's roof. Now my question is this: Is it possible to make this tie fighters shoot(or throw bombs like jk1) whenever they are passing over the player? In jk1 it was done via cogs which do not exist in jkII but there must be a way to do it(via scripting probably?). Link to comment Share on other sites More sharing options...
idontlikegeorge Posted August 24, 2002 Share Posted August 24, 2002 hmm. thatd be cool. hmm. Link to comment Share on other sites More sharing options...
dimi30 Posted August 24, 2002 Author Share Posted August 24, 2002 bump Link to comment Share on other sites More sharing options...
Gohan_Trunksss Posted August 25, 2002 Share Posted August 25, 2002 Not sure if this is possible for your idea, but there is some entity that fires blaster bullets when triggerd. I think you might be able to place the trigger in the path of fighter and when the fighter flyes threw the trigger it shoots the blaster bullets to where its positioned, or you can use the func_timer and have the bullets fire when the fighters fly past. thats all i can come up with sorry. Link to comment Share on other sites More sharing options...
dimi30 Posted August 25, 2002 Author Share Posted August 25, 2002 Well about the trigger thats not a bad idea but how will I get the tie fighters to trigger it if they are not NPCs nor the player. The func timer may work I'll try it out later. Link to comment Share on other sites More sharing options...
Gohan_Trunksss Posted August 25, 2002 Share Posted August 25, 2002 yea im not sure if the fighter can trigger it, but the func_timer should work if u spen time to perfect the timeing of when the fighter passes by good luck Link to comment Share on other sites More sharing options...
dimi30 Posted August 25, 2002 Author Share Posted August 25, 2002 Well a new problem has arisen now. How can I make it shoot at the player. I tried using "kyle" as the target but I won't shoot at all. Isn't "kyle" the player's name ingame? Link to comment Share on other sites More sharing options...
Gohan_Trunksss Posted August 25, 2002 Share Posted August 25, 2002 sorry i dont know that much all i know is u can set func_time to shoot at a targeted spot for whatever time u set it too, mabe someone else knows? hope ya get it working dude cuz your map sounds good Link to comment Share on other sites More sharing options...
dimi30 Posted August 25, 2002 Author Share Posted August 25, 2002 Well thx about the map(even though it may not be as good as it sounds cos as it is now it lacks detail a lot). Well back to the topic. One more thx about the idea of the func_timer. Now to the point of this reply . BUMP Link to comment Share on other sites More sharing options...
~Rebel_Monkey~ Posted August 25, 2002 Share Posted August 25, 2002 what about the ?imperial rifle?, it shoots bomb-looking things with the secondary mode. you probably could use the .efx file. Â Â you know, its this: gun... Link to comment Share on other sites More sharing options...
Gohan_Trunksss Posted August 25, 2002 Share Posted August 25, 2002 yea thats true i forgot about that gun. Link to comment Share on other sites More sharing options...
dimi30 Posted August 26, 2002 Author Share Posted August 26, 2002 Well anyway the problem is now differend. How will I get it to be targeted to the player. Link to comment Share on other sites More sharing options...
Darth Link Posted August 26, 2002 Share Posted August 26, 2002 make a target position on the roof and make the tie shoot at the target.hmm...then it wont work with the timer....or will it?o well i dont really know what im talkin about... Link to comment Share on other sites More sharing options...
Gohan_Trunksss Posted August 26, 2002 Share Posted August 26, 2002 you use the func_timer to time when the effect will happen....for example the fighter passes by a certain roof top every 2 min. so he will set the fun_time to tell the effect shoot here every 2 min. Link to comment Share on other sites More sharing options...
dimi30 Posted August 26, 2002 Author Share Posted August 26, 2002 Darth Link I want the fighter to attack the player not a standing target position. Â Gohan I assume u were talking to Darth Link,right? Link to comment Share on other sites More sharing options...
Gohan_Trunksss Posted August 26, 2002 Share Posted August 26, 2002 yup was explaining about the func_timer, also not that u say attacks the player..... there might be a scrit that makes it target a player but if not it will only shoot at a certain target if the roof is small enough then that blast should be good just to aim at the roof with a target_position but if the blast radius is too small you can have the fighter release 2 plasma bomb things at once so it covers more of a radius. or even 4-5 bombs that come out looking as one bomb but while in air comeing down it splits into the 4-5 bomb and hit the whole roof dont ask me how im comeing up with this i just type as i think . Link to comment Share on other sites More sharing options...
Joben Posted August 26, 2002 Share Posted August 26, 2002 In JK1 that scene fairly early on where the TIE Bomber attacking you on the roof: Â I wasnt shure but at the time i got the impression taht the bomber had several possible bombing runs and one of them would be triggered when you walked into its hit area. Â Even if that isnt how it worked that might be a way to do it. Have a big trigger the player can walk into. the shots wont actualy be at him but they will apear to be since they are shooting at the place he is... Link to comment Share on other sites More sharing options...
idontlikegeorge Posted August 26, 2002 Share Posted August 26, 2002 best way i can see to do it Link to comment Share on other sites More sharing options...
Gohan_Trunksss Posted August 26, 2002 Share Posted August 26, 2002 that trigger sounds like a good idea, i like my idea about the 4-5 bombs looking like one at first but then splitting into the big bomb that would be kool to see might lag the game though too from the entitys all acting at the same time. Link to comment Share on other sites More sharing options...
patchx Posted August 26, 2002 Share Posted August 26, 2002 i dont know if this helps,  but i made a tie fighter that was a func_train and had a certain pathcorner target an fx_runner so that when the func_train reached the path corner it automatically fired a blaster shot at a target  i think you could target the fx_runner at the player, but maybe not the target might have to be stationary i dunno  my tie fired at an x-wing that then crashed but it was all scripted, so the point that was being fired at never changed  if u cant target the player make the entire fly-by sequence of events targetted by the player crossing a trigger brush and target near the trigger brush  then make other trigger brushes that when crossed would disable the effects runner and target entities and enable a different set that were aimed at that trigger brush Link to comment Share on other sites More sharing options...
Leslie Judge Posted August 26, 2002 Share Posted August 26, 2002 And what if you use that target entity to fire to, but move it with a script near to the player. I don't know, but there should be a way to get the player's coordinates, and move something there. So, if you put a trigger at the beginning of the shooting scene, wich will start the TIE's script, and the target's script? Link to comment Share on other sites More sharing options...
~Rebel_Monkey~ Posted August 26, 2002 Share Posted August 26, 2002 for the fx_runner, use the repeater/concussion fxFile. It SHOULD work... Link to comment Share on other sites More sharing options...
Gohan_Trunksss Posted August 26, 2002 Share Posted August 26, 2002 dont u also have to add in the damage command so it deals damage to the player or does it automaticaly deal damage? Link to comment Share on other sites More sharing options...
~Rebel_Monkey~ Posted August 26, 2002 Share Posted August 26, 2002 you'll have to add it, im afraid. ; Link to comment Share on other sites More sharing options...
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