clu Posted May 12, 2003 Share Posted May 12, 2003 Apologies for the loads of posts lately...just seem to be running into some annoying little problems (SP mapping): -------------------------- 1) I pick up a saber during the course of my map, and there is one section where I want it to be taken away (no weapons). I tried combinations of both with no effect: set ( "SET_WEAPON", "drop" ); and set ( "SET_WEAPON", "WP_NONE" ); -------------------------- 2) I have a NPC with "reborn" qualities (rebornsoldier) and I'd like him to die without the slow-motion effect that usually accompanies a saber kill. Anything I can add or do in his deathscript (or somewhere else)? Note: I only want slo-mo turned off for this particular NPC (not for the whole level) -clu Link to comment Share on other sites More sharing options...
lassev Posted May 12, 2003 Share Posted May 12, 2003 I also noticed the ineffectiveness of set ( "SET_WEAPON", "WP_NONE" ); when you are trying to use it on Kyle. It seems to work on NPCs alright, but for some reason I couldn't get rid of Kyle's saber. However, it was just a very new script in quite a raw format, so I thought I might have made some mistake, but apparently not, if you have the same problem. So far, as I haven't studied the subject any further, I have only one suggestion, although you may have already done it: Have a look at some Yavin_temple and Nar Shaddaa Streets scripts to see, how Raven have accomplished this very thing. Link to comment Share on other sites More sharing options...
clu Posted May 12, 2003 Author Share Posted May 12, 2003 Thanks for the post, lassev. I'll look at those scripts a bit more. "WP_NONE" actually works if you use it right when kyle spawns if you lock_player_weapons as well. I think that's how they did it on those levels (kyle has a saber but can't draw it because it's locked...then you get the "I don't want to start any trouble...yet" sound clip, etc. Also you've got the checkbox "noweapon" on info_player_start that seems to do the job as well. Just can't figure out how to strip him of all weapons in the middle of a map. -clu Link to comment Share on other sites More sharing options...
lassev Posted May 12, 2003 Share Posted May 12, 2003 Well, that exactly was my problem also. I need to get rid of his weapons in the middle of the level. And I'm in serious trouble if I can't, because much of my planned level ending rests on the ability to render Kyle weaponless. I'm counting on you, Clu, to find the answer. Do not fail me, Admiral Clu... Link to comment Share on other sites More sharing options...
clu Posted May 13, 2003 Author Share Posted May 13, 2003 Ha, that's weird...all this time I was counting on *you* to find the answer for *me*. Yeah, it's a bit of a problem for my level too. I'd settle for forcing kyle to disarm his saber and lock_player_weapons so he couldn't slash anyone, but ICARUS doesn't seem to let me. Anyway, I'll keep messing around and post back. Anyone that has any ideas would have the undying graditute of myself and lassev (for whatever that's worth). -clu Link to comment Share on other sites More sharing options...
Leslie Judge Posted May 13, 2003 Share Posted May 13, 2003 Hmm... I have a weird idea. You said the weapon take away works if you put it into the spawnscript of info_player_start. Of course you don't want it to run immediately, i mean the disarming part. Idea: put the disarm code at the end of the spawnscript, and before that put in the wait for a signal command. That freezes the script. And at the point where you want to take away the weapons run a script which gives the signal to the frozen script. Link to comment Share on other sites More sharing options...
clu Posted May 13, 2003 Author Share Posted May 13, 2003 That's just crazy talk. But I like it. I'm going to mess around with this right now then post back. Always with the creative ideas, Leslie. Thanks. -clu Link to comment Share on other sites More sharing options...
clu Posted May 14, 2003 Author Share Posted May 14, 2003 Hey btw, if either of you fine gentlemen would like to help me beta test a level from my campaign, check out the thread here: http://www.lucasforums.com/showthread.php?s=&threadid=99520 Still have to iron out a few problems, but should be ready to go soon. -clu Link to comment Share on other sites More sharing options...
clu Posted May 28, 2003 Author Share Posted May 28, 2003 *BUMP* Anyone have any experience with either of these problems (especially the "remove saber" one). Leslie, I tried your suggestion with no luck (thanks anyway). Anyone? I would be greatly in your debt. This is actually the only thing that's keeping me from releasing my SP map. -clu Link to comment Share on other sites More sharing options...
Kengo Posted May 28, 2003 Share Posted May 28, 2003 Only workaround I can think of is making certain character you don't want to be killed at that point invincible for a while, so although the player can still hack at them it won't do any damage and ruin the continuality of the level. Sorry, thats a bit of a weak solution Link to comment Share on other sites More sharing options...
rgoer Posted May 28, 2003 Share Posted May 28, 2003 Could you post a few more details about why, exactly, you need Kyle disarmed, please? I mean, is he in jail? Did he crash his ship or something? Was he captured and is being tortured? If you could give some detail as to the circumstances of that part of the level, maybe I could think of a suitable workaround; it seems, however, that actually "disarming" Kyle is out of the question. Link to comment Share on other sites More sharing options...
clu Posted May 28, 2003 Author Share Posted May 28, 2003 Hey fair enough. The main character is competing in a gladiatorial arena in ancient Rome with a sword. After he defeats his second opponent, he returns to the basement dungeon, where he has a polite conversation with a couple of NPCs. I'd like to keep him from slashing these NPCs to pieces, and not get his sword back until he returns to the arena. For the time being I am using the same option Kengo suggested (making the NPCs invincible for a short time), but it's just kind of unrealistic. I'd be satisfied to force kyle to turn his saber "off" and then LOCK_PLAYER_WEAPONS for a while, but I can't seem to get that to work either. -clu Link to comment Share on other sites More sharing options...
rgoer Posted May 28, 2003 Share Posted May 28, 2003 I'm assuming (from your description) that the main character isn't Kyle, but when I say "Kyle" I mean your main character. Ok, part of what you said sounds pretty similar to some events that happened in the first Nar Shaada level. I know that they got it to work by having Kyle start out unarmed, and that an unarmed Kyle can only happen if you do it at the start of the level. However, remember when Kyle first entered the bar? Those two rodians came up to him and gave him a hard time about his weapons, talking rodian gibberish. Anyway, Kyle wasn't able to move during this conversation--would that work for you? Put your NPCs out of range, and then make Kyle stuck until the conversation is done (and have the NPCs walk away at the end, so you can't just kill them when they're done talking). What about having there be some kind of barrier between the NPCs and Kyle? Perhaps there are bars between some kind of "service hallway" and a hallway near the gladiators' entryway to the arena... maybe Kyle and the NPCs could talk through the bars? Make the bars shader "surfaceparm trans" but not "surfaceparm nonsolid" and things should work... Who are the NPCs? Are they Kyle's friends? Are they his enemies? Maybe there could be some bodyguards, that would kill Kyle if Kyle started attacking? I'm not too familiar with SP scripting... but would it be possible to trigger an even by attacking an NPC? Maybe you could have an invisible, silent func_plat centered over the conversation area, that would do a bazillion crushing damage to Kyle if he started attacking, thereby causing the mission to fail. How did Jan work? When you shot at Jan, she would yell at you, and when she died, the mission failed. Maybe you could do the same thing: have some extra dialog for "if Kyle hits these NPCs" where they yell at him, and if he actually kills one of them the mission fails. Just some ideas, I'll try and think of more. Link to comment Share on other sites More sharing options...
clu Posted May 28, 2003 Author Share Posted May 28, 2003 Yeah, I'm already freezing the player and using transparent bars in other sections. Maybe that is the only way. Anyway your suggestions are great. I'll definitely try to use some of your ideas. So is that it? You really can't disable or remove the saber? Kind of silly they won't allow you to drop it. -clu Link to comment Share on other sites More sharing options...
rgoer Posted May 28, 2003 Share Posted May 28, 2003 Would the Jan thing work? Where the mission fails if one of these NPCs dies? Link to comment Share on other sites More sharing options...
Leslie Judge Posted May 28, 2003 Share Posted May 28, 2003 clu, I made a little sample map of my idea for disabling the sword. I think this can be a good solution for you. Maybe. Where can I send it? Link to comment Share on other sites More sharing options...
Business_Eskimo Posted June 3, 2003 Share Posted June 3, 2003 Wow, Leslie. You figured it out? Link to comment Share on other sites More sharing options...
clu Posted June 3, 2003 Author Share Posted June 3, 2003 Sweet! jakekeating@hotmail.com I just read your post now...something must be wrong with the forum email-thingie...I didn't get an email for the last 3 posts. Looking forward to checking it out, Leslie! You the man! -clu Link to comment Share on other sites More sharing options...
Leslie Judge Posted June 3, 2003 Share Posted June 3, 2003 Originally posted by Business_Eskimo Wow, Leslie. You figured it out? Not exactly what clu wanted originally but it can be good enough. [edit] OK, mail sent. [/edit] Link to comment Share on other sites More sharing options...
lassev Posted June 4, 2003 Share Posted June 4, 2003 I guess it's alright with you, Leslie, if I also happened to have the opportunity to have a look at your solution to this problem. I hope I do. Thanks. Link to comment Share on other sites More sharing options...
Leslie Judge Posted June 4, 2003 Share Posted June 4, 2003 No problem. I just wanted to hear clu's opinion. But I can send it to you too. Just tell me where. Link to comment Share on other sites More sharing options...
clu Posted June 5, 2003 Author Share Posted June 5, 2003 Leslie, thanks again. I emailed you back and forwarded it to lassev. I'm going to look at it tonight, but just peeking at the scripts I see the use of "SET_WEAPON", "WP_MELEE" and "locking" it to acheive the result. I'm sure this will work very well for my situation. I didn't even notice that WP_MELEE existed. I'll post back again, but thanks in advance. Very cool of you to help out like this. -clu Link to comment Share on other sites More sharing options...
lassev Posted June 5, 2003 Share Posted June 5, 2003 Thanks indeed. I haven't either had time to have a look at it yet. The melee option would have been my first bet, if no solution had come this way. But it seems there doesn't exist a problem you, Leslie, wouldn't have an answer for. Quite remarkable. Thanks! Link to comment Share on other sites More sharing options...
Leslie Judge Posted June 5, 2003 Share Posted June 5, 2003 There are lots of questions I don't know the answer for. Link to comment Share on other sites More sharing options...
lassev Posted June 5, 2003 Share Posted June 5, 2003 Eh, I would like to have first no weapon, no force powers, then no weapon, but retain the force powers. Any ideas? I guess this is not possible. This melee is probably as far as one can go. I must invent some slight plot change for Project Lighthouse to circumvent this problem. Oh, BTW, you can get rid of that "I better not attract too much attention" etc mumble by replacing 09kyk015.mp3 and 09kyk016.mp3 and then a third one I didn't yet have time to localize with null sound mp3s. Thanks, Leslie. This really saved me some minutes Link to comment Share on other sites More sharing options...
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