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Posted: Mon Mar 22, 2004 4:06 pm
by agentmad007
it seems that the sound of gate doesnt work fine !!!!!!!!


i got about 3 sounds that i want to play when the gate open but not a t the same time!

how do i got to script it ?

Posted: Mon Mar 22, 2004 6:11 pm
by tltrude
stargate_on:

$gate1 show // the stargate effect shows up
$gate1_tele triggerable // the teleporter is active
$gate1 playsound flush_gate1
wait .5
$gate1 playsound flush_gate2
wait .5
$gate1 playsound flush_gate3
wait 19
$gate1 hide // the sg effect is hidden
$gate1_tele nottriggerable // the teleporter is turned off
end

Posted: Mon Mar 22, 2004 6:34 pm
by wacko
:oops: sorry for the forgotten line.
so, everything's working now? tr?s bien!

Posted: Mon Mar 22, 2004 9:01 pm
by agentmad007
Ty tltrude and wacko

hehe wacko np for the forgotten line i was happy to find it myself LOL never thought it worked!!!!

tres bien LOL hehe you speak french ?.............

all work fine just neeed to adjust the shader of my new texture of stargate ...................

will ask some more soon hehe

Posted: Mon Mar 22, 2004 9:18 pm
by wacko
LOL no french please, this was the reason for having to leave the high school :oops: just "deux baguettes,svp" and "voulez vous couchez avec moi" ... and "tres bien", of course :lol: I just couldn't resist after I had seen the "eau" in your shader :lol:

so, i'm looking forward to get a pretty stargate for the recycling bin!?
(@Shifty: yours is welcome, too!)

If u didn't yet, try to find the DM-teleporter there and to find a way to do something similar with your stargate (in case it was for multiplayer). Else, your players might be telefragging themselves.

Posted: Mon Mar 22, 2004 9:45 pm
by Shifty
Well I found some new textures i can use for the puddle but i left em at work :(

As soon as i sort this out (tomorrow i'll send it you wacko and i'll put it up here)

Posted: Tue Mar 23, 2004 11:30 am
by agentmad007
huraaa ty shifty


wacko===> Voulez vous couchez avec moi Lmao how did you learn this sentence ( asong i guess!!!)

and i m doing a gate for multiplayer yes dont if you talking to me or shifty like the recycling bin ont know if my gate got this place there!

i m just a noob for the moment! hehe

Btw want to add some entitly light around the gate (chevron) can you tell me of to light them one by one then when all lights are ON the gate show

then make all shut down after 20 sec!

wish its not to difficult but those word: waitill trigger ,wait etc etc of scripting are not my friends for the moment!!!!


TY

Btw ===> dm teleporter ???? telefragging ? can yu explain what do you mean ?

i m just using the teleporter tuts of shifty ......and the script you seen ....

Posted: Tue Mar 23, 2004 11:44 am
by Shifty
Well this is how im gonna do it

As i'm doing a very simple gate I will have 2 sets of chevrons one not lit and 1 set lit up

I'll make both sets script object and hide the lit up chevrons when the gates not active and show the unlit chevrons

Then When the Gates Active i'll reverse the above

this will de done by using the hide/show line in the script and I don't currently have my notes so I don't remember the exact wording

Posted: Tue Mar 23, 2004 1:25 pm
by agentmad007
ok so if i well understand you ll got 2 chevron 1 always shown basic and one hide by a line script that will appear only if triggered and when trigger it will light!

i want to do a bit the same but with 7 chevron that we can show when inactive and when i trigger 7 entity light will show not athe same time but one by one then when all light up gate open :D

i m just waiting the script LOL ........hellllllllllp hehe

mmmmm other problem like always

creates a lot of custom glas textures no one want to work!!!!!!!
i explain : i set up the shader by a basic glass.shader .
in mohradiant it load when i applied its ok but When i deselct THE BRUSH it look INVISIBLE :shock: :shock:


its just the blue_glass wich dont work look my shader

Code: Select all


textures/stargate/glas
{
	qer_editorimage textures/stargate/glas_rad.tga
	qer_keyword window
	qer_keyword glass
	qer_trans .4
	surfaceparm glass
	{
		map textures/mohcommon/envnormndy_day.tga
		tcgen environment
		alphagen const .2
		blendFunc blend
	}
	{
		map textures/stargate/glas.tga
		depthWrite
		alphaFunc GE128
	nextbundle
		map $lightmap
	}
}
textures/stargate/blue_glas
{
	qer_editorimage textures/stargate/blue_glas_rad.tga
	qer_keyword window
	qer_keyword glass
	qer_trans .6
	surfaceparm glass
	{
		map textures/mohcommon/envnormndy_day.tga
		tcgen environment
		alphagen const .2
		blendFunc blend
	}
	{
		map textures/stargate/blue_glas.tga
		depthWrite
		alphaFunc GE128
	nextbundle
		map $lightmap
	}
}

thx!

Posted: Tue Mar 23, 2004 2:44 pm
by wacko
whatever (working) stargate i would get for the bin, I'd be happy with :)

now, this'll be much pimping for the reycling bin:

entity lights can be found in the ring.pk3 in the recycling bin (:oops:)

about the glass, did the green one work, at least :?

telefragging happens when 2 players cross the teleporter one after the other too close: player#2 will be teleported on/into player#1 who did not yet move far enough and then player #1 is errm dead. I remember this as a common method of killing others in Doom I :twisted: , but nowadays, this should be avoided (esp. if teammates were killed :wink: ).
To avoid it, player#1 must have time enough to get away from the teleporter destination before player#2 arrives, and this could be done e.g. like that dm_teleporter map, errrm, at the recycling bin (:oops: :oops: :oops:)

Posted: Tue Mar 23, 2004 4:57 pm
by agentmad007
sound dont work again dont know why !!!!!!!! :shock:

Code: Select all




main: 

   // set scoreboard messages 
   setcvar "g_obj_alliedtext1" "" 
   setcvar "g_obj_alliedtext2" "" 
   setcvar "g_obj_alliedtext3" "" 
   setcvar "g_obj_axistext1" "" 
   setcvar "g_obj_axistext2" "" 
   setcvar "g_obj_axistext3" "" 

   setcvar "g_scoreboardpic" "none" 

//////////////////////////////////////////// 
//////////////SOUND/////////////// 
//////////////////////////////////////////// 

   local.master = spawn ScriptMaster 
   local.master aliascache alarm sound/amb/alarm.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 
   local.master aliascache unauthor sound/amb/unauthor.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 
   


level waittill prespawn 

   exec global/DMprecache.scr 
   level.script = "maps/dm/projet_stargate.scr" 

   $gate1 hide 
   $gate1_tele nottriggerable 

level waittill spawn 

end 
//////////////////////////////////////////// 
///////////STARGATE//////////// 
//////////////////////////////////////////// 


stargate_on: 

$gate1 show // the stargate effect shows up 
$gate1_tele triggerable // the teleporter is active 
$gate1 playsound unauthor
wait 1 
$gate1 playsound alarm
wait 19 
$gate1 hide // the sg effect is hidden 
$gate1_tele nottriggerable // the teleporter is turned off 
end 

folder sound/amb/ unauthor.wav and alarm.wav are there!

is it something wrong on script ?

btw no one got an idea for light on one by one when i trigger ....


To Wacko ====> i did 2 room 2 stargate wich work fine when trigger and shutdown both at 20 sec so all script look ok

how can i guess you the .map and the pk3 to your recycling bin for others with all custom textures of me and shifty.........

Posted: Thu Mar 25, 2004 11:35 am
by Shifty
Right I'll get mine completed tonight

I'll release the test map with the Console, Stargate, ring Transporters and a little more...

So as I have allready made a teleport tutorial I'll write one up to explain how to get a stargate working in a map.

I'll put the pk3 up here for you to grab wacko and everyone to test...

ALSO
I been working on a site for the mod this is all for.

It'll have New Alien and Human Weapons with MP and Bot Maps. Hopefully.

Currently It's just me and Riggs Working on the mod.
Check it out http://www.shiftysbunker.pwp.blueyonder ... index.html
(Currently its just a layout)

speakers

Posted: Thu Mar 25, 2004 12:41 pm
by tltrude
Sound might work better if you use script_origins as speakers. Script looks ok.

Posted: Thu Mar 25, 2004 1:37 pm
by agentmad007
yes the script look ok but i run moh breakthrough and i cant use the local pmaster script i read it in one of your post and you advise me to use ubersound and i manage to run sound Ty

about speaker script origin maybe i got to add a target or targetname no ????????