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Many, Many Questions

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 vash_a_2004
02-14-2004, 7:35 PM
#1
:newbie: :sign2:

1.Would it be possible to make a money system so you can buy or sell weapons, bacta tanks, ect.

2.Is it possible to make new weapons and force powers that don't replace the old ones?

3.How do you make npcs sit, lay down, kiss, Die in someone's arms (Like when rosh dies in kyles arms) and make npc's look like they are talking.I know there is some scripting envoled but i don't know where to start.

4.Are there any turtorials for making elevators by using scripting for begginers?

5.How do you make acid rain,snow and sand storms?

6.Is it possible to make a conversation system like in Knights Of The Old
Republic with target prints?I would just like a few questions and some responses?

7.Are there any tools to Animate Kung Fu moves and make my At At prefabe move and shoot at you ?

8.How do you make blocks moves when you use force pull/push?

9.How do you make brushes explode and peaces of it fall and block your way ( as in the Mos Eisly level with chewie where you run throught the door and a weequay shoots a rocket launcher and blows up some of the wall so that you cant go back and help chewie )???

10.Are there any Good tuturials on make models?

Any help would be great!:)

Oh and one more thing.

11.How do you make water falls?
 vash_a_2004
02-15-2004, 9:43 PM
#2
Come on someone gotta know! Don't ignore me!!!
 Torchy
02-15-2004, 10:13 PM
#3
 lassev
02-16-2004, 6:44 AM
#4
Originally posted by vash_a_2004

8.How do you make blocks moves when you use force pull/push?


Yeah. Making blocks to be moved precisely with scripting is very easy. You can make a func_static and define if you want it to be controlled via push or pull (or both) with flags. There's also a flag to determine if you want the player to have the crosshair right on the entity for the force powers to affect it. So, it gives you pretty much all the control you need.

After checking the flags, you need to give the entity a usescript. That will launch a script to affect the entity. When you reach this point, you need to know how to make script controlled elevators. They have been explained so many times (I think I have also done that a couple of times) that I don't feel like writing it all again.

Originally posted by vash_a_2004

9.How do you make brushes explode and peaces of it fall and block your way ( as in the Mos Eisly level with chewie where you run throught the door and a weequay shoots a rocket launcher and blows up some of the wall so that you cant go back and help chewie )?

The easiest way it to make the the most important parts func_statics and script them to fall when ever you want. Most likely you will also want to place there some func_breakables, and perhaps some effects to simulate explosion, dust and such things, and maybe speakers for some sounds to play. When you have mastered the script controlled elevator (you might also want to check the pretty recent thread about rotating doors for rotating the falling chunks.), you can build a decent collapsing corridor or what ever you desire to do...
 vash_a_2004
02-16-2004, 8:45 PM
#5
Thanks for the posts, but i think the elevator tut link you need to pay for.I clicked on your link then clicked on the Going Down link and to my understanding because of hackers they are makeing you pay $10.00 to use it?Also i was looking at behaved yesterday and a lot of the commands say inculde error is this bad?
 lassev
02-16-2004, 9:40 PM
#6
Well, here's one link for a nicely detailed explanation of a scripted elevator (scroll down a little bit until you see the post containing the tutorial, not another link):

http://www.lucasforums.com/showthread.php?s=&threadid=110416)

I found it just by searching for "func_static". I didn't immediately notice any errors, so I'm pretty sure it works.

What comes to BehavEd and the errors, click the prefs button and see that you have the paths right. They might not be if you haven't used the proram before, so check them, make corrections if needed, then restart the program.
 vash_a_2004
02-16-2004, 11:47 PM
#7
Can you post the paths for me please?
 lassev
02-17-2004, 9:39 AM
#8
Originally posted by vash_a_2004
Can you post the paths for me please?

Sorry, but I cannot. I installed my copy of JA editing tools into a custom directory, as probably many people did. So, my paths would be no good for you (containing Finnish words and all).

The most important paths are the script paths (for easy access, and you can actually find the custom scripts you save. Point to the directory where you unzipped JAscripts.zip file), location of ibize.exe (should be right in your tools folder), command description file behaved.bhc (this is most probably also right in your tools folder), source files path (make this point to the directory SourceForBehavEd under tools folder, not some individual file). If you click the sourcesafe off in the check boxed, you don't need path to those options.

Yeah, this should be the easiest task in your scripting career, anyway.
 vash_a_2004
02-17-2004, 7:35 PM
#9
Is gamesource important Because i don't seem to have it and do you know if it would be possible to make a money system useing scripting?I remmeber some guy said he was gonna make one but did not go through with it because everyone said it was a stupid idea.Also is there some new version of behaved i don't know about?
 shukrallah
02-17-2004, 8:15 PM
#10
That is a lot of questions!

Let me ask you something (sorry if this has been answered) is it MP or SP?

Go to Kengo's tutorial to learn the basics of scripting, it also explains how to set up behaved.

Kengo's Tutorials (http://www.geocities.com/kengomaps/tutorials.html)

Yes, gamesource is important! ALL of it is.


11.How do you make water falls?

Theres a specific shader for that, look in the yavin directory.

7.Are there any tools to Animate Kung Fu moves and make my At At prefabe move and shoot at you ?

You could use modeling software to make new animations, but as far as i know, there is no JA model skeleton yet, making it extremly hard, maybe even impossible (correct me if im wrong)

Wudan is making the dragon, which allows you to animate for JA, although i have no clue when it will done.

As for the ATAT prefab, prefabs cant move (unless scripted, but that will be extremly hard, to make it look right) You cannot animate them. Although, someone is making a ATAT, that is movable, go here: www.jedimoves.com) its somewhere on that site.... not released, but it has a video of it.


6.Is it possible to make a conversation like in Knights Of The Old
Republic with target prints?I would just like a few questions and some responses?

Yeah, make a script like this:


//(BHVD)
rem ( "conversation" );
print ( "hi" );
wait ( 1000.000 );
print ( "Whats up?" );
wait ( 1000.000 );
print ( "Nothing." );
wait ( 1000.000 );
print ( "etc..... etc....." );


Not sure if it would work in MP. The print makes the text show up on the screen. The wait is how long between each print, that script sets it at 1 second. put 2000.000 for 2 seconds.

3.How do you make npcs sit, lay down, kiss, Die in someone's arms (Like when rosh dies in kyles arms) and make npc's look like they are talking.I know there is some scripting envoled but i don't know where to start.

Ok. You want the NPC to do actions? Do this:

Put an NPC in the map (we will use Boba)

Press N. Click cutscene (this depends, you might want to set a behavior status thingy instead)

For the key, type "NPC_targetname" (no "")
for the value, put anything you want. Think of this as his "name"
For the example, i shall use boba1.

Now, lets say you want him to sit. Make a script like this:


//(BHVD)

affect ( "boba1", /*@AFFECT_TYPE*/ FLUSH )
{

task ( "sit" )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SIT4" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}

do ( "sit" );
}



Ok, the command affect, tells the engine what NPC to affect (like use) type in his NPC_targetname there (see how i put boba1 in there?) The task tells the engine that you want the NPC to do something. You can put anything you want there (i put sit, because i want him to sit) next, tell it to set the animation (the both means, both the bottom and top of the NPC, if you just want the top part to do the animation, tell it to put set_anim_upper) then click reevaluate, and choose the animation. Use mod view to see what each animation does. Next, you set how long you want him to do the animation. the -1 mean forever, or you could put 1000 for one second, 2000 for 2... etc.. etc. Now, its time to tell the script to actually "do" what you told it to do. Put the command do in, and then put what ever you put for the task, as the do.

2.Is it possible to make new weapons and force powers that don't replace the old ones?

Yeah, but you would need to do some coding. Im not sure about the weapons, I would think you could.....

1.Would it be possible to make a money system so you can buy or sell weapons, bacta tanks, ect.

I guess your trying to make an 'rpg' type thing. I dont think its possible without changes to the code, unless you could find some kind of clever way to pull it off.
 vash_a_2004
02-17-2004, 8:54 PM
#11
Luke you rule!Thanks for the help.Now for some more questions! how do i mess with the codeing so i can make a money system and so on.I'm trying to make an sp mod with rpg elements.Also the links to download behaved are broken can you post some other ones so i can get the gamesource.
 shukrallah
02-17-2004, 9:02 PM
#12
The single player source code was never released, and i seriously doubt lucasarts will let it be released. You need the source code to add something like that. Unless, like i said, you could think of some kind of clever way to cheat, and add it in....
 vash_a_2004
02-17-2004, 11:46 PM
#13
Hey Luke if your out there i need your help again.I need to know if it would be possible with scripting and a func_timer or something to respawn an npc after it dies with a func_timer.So basicly i want an npc to respawn again 1 min after it dies.Can it be done?Can you make a civllian with scripting?
 shukrallah
02-18-2004, 12:47 AM
#14
ummm... yeah, its possible. I read a thread about it a while back, you can check out this site which explains about respawning vehicles:

http://www2.ravensoft.com/users/mmajernik/misctuts/respawningvehicles.htm)

About the civilians, yes, it is possible. Click the cinematic flag in the editer, and basically it turns off their AI, so they wont attack anymore. You could also make a new NPC... but it would probably be easier to click cinematic. There are several ways you could make a civilian. Just take away the weapons, and maybe make the guy walk around....?
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