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.