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Floating Germans!

Posted: Sat Aug 10, 2002 3:11 am
by Oddball_Woof
Weird I have been playing around with a test map and scripts loads of odd stuff keeps happenin been a bitch getting all the textures I want to load in Radiant properly then show up in the map anyway cracked most of it, so added and experiment with map. The cardgame still wont run in my map but is fine in the downloded tut same with the exploding trucks.
Are there issues with conflicting threads? I don't yet know enough scripting I admit anyway I tried to make a brush with fog and rain in it it loads and weird all the ai's start drifting up to the ceiling of the sky box in dribs and drabs very funny like a reverse parachute ... negative gravity!
Well fixed that problem delteing all the stuff I added. Several maps versions later I try a new sky MOHdawn or something, a redish jpg only when the map starts its a texture not a sky like you see the sky textures in Radiant. I wander around the make killing off the ais that perform this and that randomly some kraut growls in a gravely saracistic voice tone some phrase I have nver heard before it makes me laugh until I see the curtains I made twisting around like propellers not like curtains at all. Then some kraut gets proactive on me and jumps out of the window and attacks me wow! ok....
I apprach another house and I heard the front door creak open another keen hun appears fires then oppps some one switchoff his gravity boots and he drifts slowly for a moment then shoots upwards this guys a drip going up I think. the stops on the roof and we shoot it out.
Flustered I enter the house and 2 more kraut come at me from other rooms, these guys are suddenly very keen! are they pissed at me or someit what I do wrong? Guess they dont like the map and are bored.
Suddenly as I reach out to open the door under the stairs the kraut I know is inside bounds out in a single leap like something from the matrix through a solid wall! WT@! This guy is usually a sitting duck doing nothing.
So here I am to scared to carry on with the map with a mind of its own.
What more surprises are in store with this weird program, one minute it leak after leak, tiny portals, disappearing brushes, textures that vanish, hours of watching the seconds tick by ... time really is relative I thought a minute was a minute but here is second proof that one oersins minute is another mans hour only Mbuilders are worse than the London underground and buses 'next due..' display boards.
.......... Ahh now the scientists are here in their lab coats to take me with them to the secret lab for interrogation at the NHS psychic base......i thought it was the SS?!Anyway they are getting quite insistent I leave with them now so I will send you my next message when I can escape, chief.
I will get the map I will get the map,,,,,, Lt Powel number 32827-2364 name rank..... leaks....system failure.....beam me up.....holosuite is off line :lol: :shock: hahahahahahahahahah :roll: :roll:

Posted: Sat Aug 10, 2002 4:22 pm
by UBER_SOLDAT
some of the germans in my maps were going thru the walls too. I just put clip over the whole of the walls that they were going thru. You could try putting clip about 8 foot off the ground too, to stop them from flying. Also, check if you've changed the gravity for worldspawn in the enitity window

Posted: Sat Aug 10, 2002 5:58 pm
by Wombat
the cardgame won't work because yu didn't copy the

models/human/new_generic_human.tik file from the cardgame.pk3 file.

to your mohaa/main/models/human folder...

the exploding trucks has a ( i assume it is garagetruck.pk3)
global/wombat_moveit.scr in it, you need that in your

mohaa/main/global folder.

if you use any of the above, it is suggested you copy those files into your own .pk3 prior to uploading.......

as for fog, it can be set from the script, or the worldspawn properties...

and rain, is easy, just a brush, with a rain texture, then in the script file
exec global/weather.scr
b4
level wittill prespawn

Posted: Sat Aug 10, 2002 9:45 pm
by Oddball_Woof
Thanks for the replies.

wombat oh excellent dude I have placed the appropriate scr's in global and placed an exec for them in my map scr too, they work in your map but not in mine, until tonight now the patrol guy has stopped as I tried to impliment another patrolguy1 with differnt pathnodes, the joining arrows are there but nada, the moving truck wont exec either.
Yes I transfered the new _generic thing already

Posted: Mon Aug 12, 2002 3:51 am
by Wombat
send it to me?
.map, and .scr files, and the bsp, if you want.
I will try and fix it for you, and maybe explain where you are going wrong?, if it is you of course......
:wink:

Ta Wombat

Posted: Tue Aug 13, 2002 10:51 am
by Oddball_Woof
Ta Wombat, will do, but I will try again first on a small scale otherwise its a hefty download 10mb, its just a test and experiment area map that got bigger and bigger LOL.
My weaknesses are many but scripting is an enigma code to me at the moment, trying to learn by rote and experiment isn't really a good way forward without a good background to programming. :(
Very few tutorial really explain the process the script is going through but rather just what the end result is. But this is a conversation for the script forum where I intend to ask some very dumb and basic questions which I never see answered such as

what does level.script actually cause to happen

exec global/ambient.scr m1l2a what precisely does ambient.scr do?
does this exec a script associated with this level and does that mean
you can only exec this script for one level, many example of script refer to different levels to perform different actions.
A random mortar script I have refers to exec global/ambient.scr mohdm2
If you want a patrolguy and random mortar is there a conflict? For example what would your script look like for combining Patrolguy and a moving truck and an active MG42 with Gunner and spotter, so far I can only get patrolguy to work in combination

oooooooppppps sorry I have go on to ask a scripting question here.

Posted: Tue Aug 13, 2002 5:33 pm
by Wombat
level.script, tells the game engine, which script to run

exec global/ambient.scr m1l2a what precisely does ambient.scr do?

tells the game to set the background ambience to the same as for map m1l2a


nothing will conflict if you give them different targetnames

I have a test map, where i have scripted to ai onto the back of a truck , i suppose you could add an mg42........

BLACK PATCH DISEASE NOW TOO!

Posted: Wed Aug 14, 2002 2:30 pm
by Oddball_Woof
ta again thats what I thought I just thought I'd ask in case I was missing something, since the ambient sounds don't seem to run either! But I get things like the dialogue and Dog noises, the AIs perform random actions well enough, the copy of your original patrol guy works but any renamed one doesn't in other words replacing patrol guy with say sentry, the pathnodes with sentry1 ..... the name of the first node you have is circles I tried keeping it circles and renaming it sentry_path etc all the connecting arrows are there, just can't figure out why he aint moving.
The truck was a straight copy over but I renamed the pathnodes as they had the same names as patrol_guys to truck1 to truck7.
I dunno I just think Radiant is a disease, my map as started to develope black patches on the corners of LOD terrain where it was fine before on the last 20 or whatever versions,its speading SAVE by SAVE around the map! stuff like models come and go, its all a bit hit and miss.

Posted: Wed Aug 14, 2002 4:40 pm
by Wombat
if you change his targetname then, change it in the script to the same as your new name

ie

$sentry exec global/enable_ai.scr

the name of the path is irrelevant and can be anything, but you must tell the ai which path to follow.

set the first info_pathnodes targetname to sentry_path.

select the ai called sentry , press i , then set his type_idle to patrol, set his patrolpath to sentry_path.
everything should now work ok,,,,, :wink:

Posted: Sat Aug 17, 2002 3:29 am
by Oddball_Woof
Image