Help for my SP mod please -1 reply

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mike elf

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12th January 2005

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#1 13 years ago

Im almost done on my sp mod but i got some questions otherwise it'll fail: And it aint something I've just made over the weekend either its taken ages. (even composed some music 4it) 1- Once the player has killed an enemy i need him to teleport to somewhere or go to a different level (doesn't matter which one) 2- I got a world spawn playing a custom mp3 file but i need it to only play once and then stop. At the moment all it does it loop. 3- Can npc's have a script so that they always look at the player cause it looks stupid in the bar when their all facing one way. Thats all of em (i hope) Number ones the main one i need answering and ud be put in the credits if u could give a "detailed" tutorial on how to do it or any of the other points.;)




mike elf

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#2 13 years ago
mike elf

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#3 13 years ago

ignore this ...




lassev

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#4 13 years ago
mike elf1- Once the player has killed an enemy i need him to teleport to somewhere or go to a different level (doesn't matter which one)[/QUOTE] Give the NPC an NPC_target key, and value pointing to an entity handling the rest of the issue the way you wanted. That way, when the NPC dies, it triggers the NPC_targeted entity. Like a target_levelchange. Although you might want to target a scriptrunner, and the script would have a wait of a few seconds, and then use("targetname_of_target_levelchange"), so that the level change wouldn't be such a shock for the player, and the death animation of the NPC would have time to play.
mike elf2- I got a world spawn playing a custom mp3 file but i need it to only play once and then stop. At the moment all it does it loop.
Don't use worldspawn in SP. Use the target_play_music entity. You could also use dynamic music, but configuring that for your own music might take much time learning (I haven't done it myself...). However, target_play_music is your number 1 friend, and very easy to use. Technically, it also loops automatically, and though there might be other more elegant solutions, I have handled stopping the music with a "null file". That is, a short wav with no sound at all. When you set that to play, it will stop the previous real song. [QUOTE=mike elf]3- Can npc's have a script so that they always look at the player cause it looks stupid in the bar when their all facing one way.

You have two options here, actually: set_look_target("NPC_targetname") will set the NPC to turn his head to look at the targeted NPC. set_watchtarget("NPC_targetname") will set the NPC to turn his whole body to face the NPC under scrutiny. So, you need to pick your choice here. Maybe you want to set some of the customers with looktarget, some with watchtarget? That might produce the best effect. Hope this helps you forward somewhat. Eloborate your questions if something is still left in the dark.




mike elf

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#5 13 years ago

Number 3 i done, thanks so muchsmilie.gif But I'm really gonna need a step by painful step tutorial to complete number 1 and no one else on the other three forums i have posted this question on can do it. I'd love u if u could do it.:D Number 2 i kinda understand but would i get my mp3 file (1:03 secs long) to stop playing by having a silent wav file played after 1:03. I'll try doing this on my own but i dunno how ill do. (my skills in icarus would make u cry)




lassev

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#6 13 years ago

Yes, your actual music should stop playing when you trigger the other target_play_music with the null sound 'music'. Script would be a good choice: use("targetname_of_first_target_play_music_with_the_actual_music") wait(63000) use("targetname_of_second_target_play_music_with_the_null_music") Something like that should, about, do it. What comes to your first question, it's not really anything extraordinary. Though there is one uncertainty I'm not 100% sure of. You'll have the following entities: 1) The boss NPC, 2) A script_runner, 3) A target_level_change Now, in the boss' entity properties, enter: NPC_target level_runner In the script_runner properties, enter: targetname level_runner usescript [yourlevelname]/levelchange1 And last for the target_level_change, enter: targetname nextlevel mapname [yournextlevelname] Now, launch your BehavEd, and make the script. The skeleton would be something like: wait(3500) [just to alleviate the shock. Now the boss has some time to die] use("nextlevel") Save this with the name "levelchange1" into the subfolder containing your other scripts. That should be about it. If it doesn't work, then something's still amiss. But I would estimate this has a reasonable probability of working in action. EDIT: Oh, and you don't need to love me... Unless you're a girl coolx.gif




mike elf

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#7 13 years ago

I got it to work!!! thankyou so much man!:bows: (no im not a girl lol) But theres a other problem *groan*. At the moment the boss spawns after you have killed just 1 person on the enemy team (theres 6 guys) but i need him to spawn after the whole enemy team has been killed, how can this be done? This is the last question in case ur wondering




lassev

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#8 13 years ago
mike elfAt the moment the boss spawns after you have killed just 1 person on the enemy team (theres 6 guys) but i need him to spawn after the whole enemy team has been killed, how can this be done? This is the last question in case ur wondering

Nah... I'm wondering no such things. I hope this is not your last question, for it would indicate you don't wish to develop as a mapper anymore. For all questions you will never get answers, but no question is ever wasted. Yeah. With this problem you will need to use one trick that makes little sense but yet you must use it nevertheless. What you will need here, are following things: 1) Six bullies, 2) A target_counter, 3) A trigger_once, 4) The Big Bad Boss. Now, you have the six dudes there. You need to target them all to a target_counter like the boss was targeted to the script_runner in the previous example. The target_counter's count value increases every time it's used, and thus you need to set: count 6 in its entity properties. Then you need to do the trick of little sense yet of utmost importance to the whole functionality of this scheme. Draw a trigger_once, not too big one. Target the target_counter just normally to the trigger one. Then target the trigger one to your boss. You might wonder what's the purpose of the trigger_once here in the middle. Well, it suffices to say it just needs to be there to ensure the proper function of this system. Now, you don't want the player to accidentially wander into the trigger_once (or anyone else), so shrink it to suitable size, and place it inside some detail of your map, like a pillar or something else. Don't let it touch the void, however, so outer walls are not a good idea. That should be it.




mike elf

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#9 13 years ago

I got that to work! now im onto getting my own custom startup screen (dont want to change any of the writting just the background graphics) If u could give me a link somewhere or even tell me how to do it that'd be appreciated. (ur definately in the credits btw)




lassev

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#10 13 years ago

Now I must point you to some research you need to do purely on your own. It's simply the best way. The UI files are very clear and unambiguous. Your best bet is to go and download a mod that has a menuscreen you like. Then unzip the pk3 and study the UI files.

There are technical specifications about the UI files, but you have little need for them for your first mod. Trust me, studying existing mods is the absolutely best way. As well as studying the Raven files.