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general_kerr

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14th February 2007

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#1 10 years ago

or 1st off, this is for jk2, and yes i know this is the jk3 forum, but no one posts or reads the jk2 forum, so i need to post here or nobody will post and help me (it should be the same for jk3 anyway) ok i really want to make more advcanced affects with scripting, i can make navagaiotanial targets(make the npc walk to a location) change weapons etc etc, but i want to be able to do the following too: 1 cinmatics, ok i have a ref_point named cam1target, the camera goes to the right place, but the angle is all wrong. here is the script, please tell me what i'm doing wrong //Generated by BehavEd rem ( "For the Opening Battle." ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < 1638.000 -698.000 242.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1target", ORIGIN)$, < 0.000 0.000 0.000 >, 0 ); wait ( 25000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE );

2. ok, y'know in the first level on yavin there is a jedi that presses a button, then a remote appears, then he kills it, then he presses the button again, and it repeats, in jk2 i put a button, it targets a npc, (a reborn fencer) it is trigget multiple, it spawns the reorn fencer the irst time, but after i kill the reborn and press it again, nothing happens. ( i have an idea for a map, there are buttons that you pres, and it spawns that enemy, then you kill it, then if you want, spawn another and so on) PLEASE HELP!!




ƒul*£ruM

I'm too Post to cool.

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24th November 2006

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#2 10 years ago
general_kerr;4018298 2. ok, y'know in the first level on yavin there is a jedi that presses a button, then a remote appears, then he kills it, then he presses the button again, and it repeats, in jk2 i put a button, it targets a npc, (a reborn fencer) it is trigget multiple, it spawns the reorn fencer the irst time, but after i kill the reborn and press it again, nothing happens. ( i have an idea for a map, there are buttons that you pres, and it spawns that enemy, then you kill it, then if you want, spawn another and so on) PLEASE HELP!!

Ok, first off, that level is yavin_temple. Second, is that you need to target a NPC_spawner in order for it to work properly. Below I have a picture of what I'm talking about. hr.jpg

As for your other problem, contact Lassev or some other member who is adept at scripting [I need to move my cat]

EDIT: Have you tried targeting the ref_tag at an info_notnull?




Szico VII

We want FF7-2/remake!

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15th September 2003

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#3 10 years ago

you also need count -1 on your npc so that it can respawn.




lassev

Degenerate scripter

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21st June 2004

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#4 10 years ago
general_kerr;4018298ok i have a ref_point named cam1target, the camera goes to the right place, but the angle is all wrong. here is the script, please tell me what i'm doing wrong //Generated by BehavEd rem ( "For the Opening Battle." ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < 1638.000 -698.000 242.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1target", ORIGIN)$, < 0.000 0.000 0.000 >, 0 ); wait ( 25000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE );

I hope you meant ref_tag, because I don't think there's an entity called ref_point. And secondly, the two camera commands, MOVE and PAN, you can use them both with the ref_tag. The move uses the ORIGIN parameter, the PAN uses the ANGLES parameter. Like this:

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "ccam1", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "ccam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

In order for the PAN / ANGLES to work, you will need to target the ref_tag at an info_null. The difference between info_null and info_notnull is that info_nulls are removed during the compile and thus don't increase the entity count in practice - they only live long enough to donate the angles to the camera ref_tag and then die (kind of like the males of all hive insects only live long enough to fertilize a queen, then they go away to die in order not to burden the community).

Info_notnulls remain into the game, and can be used for example as look targets (when you want to force an NPC to look at a specific direction during a cinematic).