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Posted: Tue Apr 13, 2004 4:30 pm
by jv_map
Looking really good bd 8-)

Posted: Wed Apr 14, 2004 3:45 am
by small_sumo
bdb I boweth before you ................

Posted: Wed Apr 14, 2004 6:16 pm
by Cheech
:?:
i don?t know what you mean krane
you can?t steal any ideas from me, because i need no idea to spawn an object
please read some tutorials about scripting and how to create a script.

i mean by hand, that i have write all things by hand to the script, not with a tool that creates the code for me
open the scr file and you can see what i have done with it

what is a "Draska" ?

Posted: Wed Apr 14, 2004 8:27 pm
by lizardkid
Draska was one mapping partner in the duo Flying Sheep. his brother was the other one, i consider them the best freelance mappers ever.

Posted: Thu Apr 15, 2004 7:45 pm
by M&M
after an agonizing period of "no internet" cause the phone line was dead (im using a 56kbs) i finally came back and all i have to say is that script spawning thingy looks v.cool bdbodger :wink:
Can you please explain to me and to all forum members, which method did you use to achieve this marvelous thing?
well,take a look at the script file and see what he means .its very long and after understanding afew of it my brains got shorted out .so i guess he is right .cause its difficult to understand all that script let alone write it.

and jv,so what ur saying is i have to spawn a node 1st via script (spawn commands)?i dont think so but here is what im confused about
-u type ne_writescript 1 to add a node or type the (spawn)script in a log file? (y not a less confusing name for the command?)
-after typing that command ,where should i find the stuff i want 2 copy paste .in the qconsole.log file?

Posted: Thu Apr 15, 2004 8:02 pm
by jv_map
Alright alright... I'll explain it from the start though please keep in mind the script I posted is only in an experimental stage.

First of all, decide which map you want to edit and create a mymapname.scr in the appropriate folder, then paste the script I posted in there (replace the entire script with it).

Then start the map, after a few seconds you should be able to add nodes (red coronas) by simply pressing the fire key.

When you're done making nodes, type ne_writescript 1 in console. You should now get quite some data in your console. Make sure the last line is complete, as due to a small bug in said script you sometimes have to do ne_writescript 1 twice :oops:

Then quit mohaa, and open qconsole.log with a text editor. Simply copy the lines in there (you might have to remove some lines that contain server messages, i.e. lines that don't start with level.botnode) and paste them in a thread in the map script. Then all you have to do is call that thread at the very start of your script and you're set :).

You can then remove the nodeeditor parts of the script or keep them to improve the node layout as you wish.

8-)

Posted: Thu Apr 15, 2004 8:12 pm
by lizardkid
i see more light!!! it's all clear now!!!! you are a genius jv_map!!! iloveyouiloveyouiloveyou!!!!! :D :D :D :wink: :D :wink: :lol: :)

Posted: Thu Apr 15, 2004 8:21 pm
by M&M
lizardkid wrote:i see more light!!! it's all clear now!!!! you are a genius jv_map!!! iloveyouiloveyouiloveyou!!!!! :D :D :D :wink: :D :wink: :lol: :)
same post with a different name :D .
now it looks much more clearer (although it seems quite similar to what i did) .ill try it again and see :wink: .

Posted: Thu Apr 15, 2004 9:58 pm
by lizardkid
ok, a thought, du you need to support the jvbot 1.1 script too?or is that included?

Posted: Thu Apr 15, 2004 10:52 pm
by M&M
dont think so,as far as i understood .its a server side mod .meaning u dont need that file .and since the animations are from the pak# files .then all u need to do is have this on the server only.
this might as well be called jvbots v2 :wink:

Posted: Thu Apr 15, 2004 11:22 pm
by bdbodger
It is server side but the other player must have their animations enabled the best way to do the is if both server and client have a common set of ai's with animations enabled . A good way to do that is with JVbots even if you don't run the bot scripts . I made a .pth file for mohdm1 and ran it as a server spawning the bots but not running the bot scripts . I played online and all the other players needed to play was JVbots . They did not need the .pth file and it worked great I was haveing lots of fun even when I was the only player .

Posted: Fri Apr 16, 2004 5:39 am
by Krane
jv_map wrote:Alright alright... I'll explain it from the start though please keep in mind the script I posted is only in an experimental stage.

First of all, decide which map you want to edit and create a mymapname.scr in the appropriate folder, then paste the script I posted in there (replace the entire script with it).

Then start the map, after a few seconds you should be able to add nodes (red coronas) by simply pressing the fire key.

When you're done making nodes, type ne_writescript 1 in console. You should now get quite some data in your console. Make sure the last line is complete, as due to a small bug in said script you sometimes have to do ne_writescript 1 twice :oops:

Then quit mohaa, and open qconsole.log with a text editor. Simply copy the lines in there (you might have to remove some lines that contain server messages, i.e. lines that don't start with level.botnode) and paste them in a thread in the map script. Then all you have to do is call that thread at the very start of your script and you're set :).

You can then remove the nodeeditor parts of the script or keep them to improve the node layout as you wish.

8-)
Thanks, jv!

At least you have goodwill!

Posted: Fri Apr 16, 2004 6:16 am
by jv_map
Yeah but sometimes I'm just a bit lazy hehe :oops:

Posted: Fri Apr 16, 2004 4:08 pm
by lizardkid
who cares? so am i, but you're brilliant, i can't script worth a darn. :wink:

Posted: Fri Apr 16, 2004 5:11 pm
by jv_map
Well scripting is not excessively hard, just takes some time to get into ;)