I need help. Whenever I use an ref_tag that is above the ground but below the sky and pointing at an entity it never points that way =(
Also how do I make subtles? and how to make npcs follow waypoints? Thanks in advance
ful*crum;3548155I need help. Whenever I use an ref_tag that is above the ground but below the sky and pointing at an entity it never points that way
Above the ground but below the sky sounds quite nice...
Point your ref_tags at info_nulls. That will generate them the angle vector value you can use to retrieve camera angles (or some other angles for whatever uses you need them for).
Also how do I make subtles?
Create a strings/english/levelname.str file. Or rather, copy one of the Raven files and rename it. Then change the entries inside to the reflect the names of the sound files you want subtitled. And follow EXACTLY the Raven format. The references must be all caps, even if your file names aren't. And the Endmarker needs to be there. So, don't be sloppy. If you did everything properly, the subtitles are printed automatically when you use the proper sound channel on an NPC in a cinematic.
and how to make npcs follow waypoints? Thanks in advance
Waypoints? They follow them automatically, if a proper waypoint network exists and they feel like following them. And they do, when they need to reach a combatpoint or a navgoal they can't see, but where a waypoint network leads. Also, if they have bs_wander, they will just aimlessly wander from one waypoint to another.
So, you can make them follow waypoints as such. They just do if they need to. This also means trouble in the following situation: You have a room, and a navgoal on the other side of the room, and you would want the npc to circle a fiery pit in the middle by walking close to the walls. So, you place a waypoint chain to circle around the pit to the navgoal. However, since the NPC can see the navgoal straight away, it won't use the waypoints and instead will walk straight into the pit of fire. End of a sad story...
Can you not script them to move along a specific path?
Yeah. By using a chain of navgoal. That's the only way I'm aware of. This is far trickier in JA than in JO, though. In JA it easily leads to a jerky movement, because the NPCs have a strong tendency to visibly slow down their speed whenever they are reaching their destination, even if they are immediately commanded to keep walking to somewhere else.
So, rather than from A to D via B and C movement it would be from A to B, from B to C, and from C to D walking. There may be some tricks to avoid this unfortunate behavior. Some likely more succesful than others...
and how do i go along scripting them to move? because i really want to figure out how to get a human merc to get on an EWEB
oh and the camera thing i just figured out by using PAN
Set_navgoal script command. Should you decide to have a look at the commands at some point, you would see it there, among other string commands.
Getting an npc to use a stationary weapon probably can be dealt with by placing the npc next to the weapon, and then, inside the affect of the npc, using the use("weaponstargetname") method. If memory serves, that's how it happened in JO with that AA cannon (or whatever it was).
That's actually a very special case of using the use("string") command, which generally is a very straight-forward command totally analogous to triggering something using Radiant targeting methods.
so i put a human merc next to a gun and then get the merc to target ther gun? thats no fun! How about a swoop?
Who knows? I'm only aware of the special case of the use command in scripting. Whether you can make the npc simply target the gun or not... I have no idea. I would guess it didn't work in JO. In JA I haven't tried the whole thing at all.
Don't be confused by the latter paragraph in my previous post. I only said generally the use command is analogous to targeting (triggering) in Radiant.
And as far as I can imagine, nothing prevents you from making the merc first run next to the gun from the other side of the room, and then when he reaches it (or if), you will make him jump in to use it. In fact, I don't even know if the dude needs to be next to the gun. I only said that because that's how I got it working in JO.
Dunno about swoops. I do remember trying to get a merc ride a swoop once, but I didn't try very hard at all, and if memory serves didn't succeed. But then again, I had no use for a merc riding a swoop, so it didn't much bother me.
well if i remember all you have to do to get on a swoop is just to jump on or get on top of it. So im guessing a make a merc spawner over a swoop spawner?