Scripting...again:D -1 reply

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jk3editor

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#1 10 years ago

[COLOR=Navy]My question is that now, to can I somehow put a MP script in Sp?[/COLOR]




stotto

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#2 10 years ago

As long as you properly call the script, and all of the appropriate entities are there, the script should basically be interchangeable.

I'm sorry if that isn't very helpful, try explaining your question a little more, maybe I'm just not quite understanding what you're asking.




jk3editor

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#3 10 years ago

[COLOR=Navy]Okay...so I searched the multiplayer scripts, for exaplle amatease.ibi, or amsleep...but I haven't found these..and I would like to put these in the single player...[/COLOR]




stotto

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#4 10 years ago

Those are commands, not scripts. They are actually programmed into the game by JA+ mod. That would be why you couldn't find them...

You could try just loading JA+ in single player, it probably won't be a very happy transition though... I'm not even sure if that will work.




jk3editor

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#5 10 years ago

[COLOR=Navy]Oh...okay...and if I would like to the player sleep in SP, than how should I do that?[/COLOR]




NAB622

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#6 10 years ago

Those are still JA+ commands. You'd have to code it into SP, but the SP source code isn't released, so that's not really possible.

A lot of people don't know this, but ICARUS scripts can control those animations too. But this also introduces some problems....you can't decompile maps.

So you're stuck either way. :/




~*Seto*~

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#7 10 years ago
ov_nab622;4553103A lot of people don't know this, but ICARUS scripts can control those animations too. But this also introduces some problems....you can't decompile maps.

Well you don't really need to decompile anything to insert an entity that runs a script to set that anim... but the greater question is why do you need to have the character sleep in SP in the first place? Cause if you were making an SP map to begin with it wouldn't be an issue at all....




NAB622

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#8 10 years ago
~*Seto*~;4553246Well you don't really need to decompile anything to insert an entity that runs a script to set that anim...

ACK!!! I forget that every time!!!!

It's nothing personal......really........... XD




jk3editor

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#9 10 years ago

[COLOR=Navy]I would like this script, because in my SP mod, I would like to a stormtrooper shoot the player, and the info_player_stzart is startin with the sleep script, and we can to "wake up" on [/COLOR][COLOR=Navy]the battlefront....[/COLOR]




NAB622

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#10 10 years ago

If you don't know anything about scripts, it'll be difficult for you. But that's no excuse not to try. :D

I've been working on a scripting tutorial for a week or two. It's not finished, but there's enough there that you can get the basic idea. You should read this FIRST if you don't know how scripts work.

Basic Scripting - NAB622's Website

You'll need to have the player fire off a trigger_once the instant they spawn, so make one that's overtop of their spawn point. Target this trigger at a target_scriptrunner that has the "runonactivator" spawnflag checked. Then you need to make the scriptrunner run the script I'll describe below.

In BehavED, there's a "SET (SET_TYPES)" function. You'll add this to your script, then double click the block to open it up. In the drop down box, find the SET_ANIM function. Select it, then click the re-evaluate button. At this point you'll see all the game's animations listed in the window on the right. Find the one you want and use it.

Hope this helps......it's a tad complicated, though. Good luck!




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