Heres my problem, occasionally while making a cutscene, after lots of scripting an NPC will be looking or facing in a weird direction. Im wondering can i just make it turn, or face a different direction. Ive tried to tell it to look over here, or watch another NPC, but that only does so much. Is there anything that just completly changes the angle of the NPC? like say its facing forward, but i want it to face right?
just use the angle buttons in radient
Yeah, just select the entity (shift+left click), press "n" and you'll see the angle buttons at the bottom of that window
Originally posted by codja
Yeah, just select the entity (shift+left click), press "n" and you'll see the angle buttons at the bottom of that window
I think he's already tried that.
Sorry, it didn't read his post properly - cutscenes are a bit above me at the moment
Why don't you use:
set ( /*@SET_TYPES*/ "SET_DYAW", ###.### );
command in your script? I guess if you just don't want to make the NPC look at some direction (his head) but to actually turn him to face that direction, this is your command. Set_look_target does nothing but turns the NPCs head as much as the neck allows at maximum. The command above is equivalent to the angles command for an NPC in Radiant.
Originally posted by codja
Sorry, it didn't read his post properly - cutscenes are a bit above me at the moment
That's ok :).
Originally posted by codja
Sorry, it didn't read his post properly - cutscenes are a bit above me at the moment
That's ok :).
lukeskywalker1, I don't think this sort of thing is determined buy Radiant. As lassev said, you'll have to use BehavEd to set co-ordinates for the direction you want your NPC to face. You know how to take it from there, affect, set, bla bla bla bla bla.
Happy Scripting :)
Once I have the knowledge of scripting, my power over JKA will be complete! Mwaah Hah Hah!!
Sorry.
Originally posted by codja
Once I have the knowledge of scripting, my power over JKA will be complete! Mwaah Hah Hah!!
Sorry.
You wish...
Originally posted by lassev
You wish...
I don't wish - I know! Scripting is the only thing I have no idea about - shaders, skinning, architecture is all fairly straightforward but scripting seems like a secret black art that only the initiated have access to.
lol well me, Im an ok mapper :P
I wanna learn how to script. Ive never tried modeling (;)) and the last skin i made was for Jedi Knight: Dark Forces II!
I so wanna learn all these cool thing, but dont know where to start :(
--Darksaber :atat:
Whoa, didnt know anyone had replied to this.
Why don't you use:
set ( /*@SET_TYPES*/ "SET_DYAW", ###.### );
I was thinking that might be what would do it. I need the whole model to turn. I cant stand how the NPC AI desides to do other things, besides what the script says :(
Originally posted by codja
Once I have the knowledge of scripting, my power over JKA will be complete! Mwaah Hah Hah!!
Sorry.
Well I've got some scripting tutorials that i've been doing at my school when I've got my free periods and when I'm not wagging school with my mates :D. They'll be up soon at the DF site.
Originally posted by codja
I don't wish - I know! Scripting is the only thing I have no idea about - shaders, skinning, architecture is all fairly straightforward but scripting seems like a secret black art that only the initiated have access to.
I have found it to be more the other way around. Shaders, skinning and architecture demands not only technical knowhow, but they also require a strong view of art. That's far more difficult than just putting predefined script commands one after the other, until you get what you want. The only problem in scripting is that it's often quite invisible, and the feedback you get in error situations is hard to interpret. And you really must know what you want, and how to do it to get anything done by scripting...
I'm not that bad at art, and pretty good at visuallising stuff - with maps and shaders you can see your results almost straight away.
To me, scripts are just a load of lines of text that I can barely follow. I've just got the latest version of GTK that come with all the uncompiled pre-fab scripts so maybe i'll have a play with them, but writing them from sratch? Bugger that!
Shaders are easy - just use shadered and click the buttons at random until you get the desired effect. The trick is remembering what buttons and boxes you pressed:)
To me, scripts are just a load of lines of text that I can barely follow. I've just got the latest version of GTK that come with all the uncompiled pre-fab scripts so maybe i'll have a play with them, but writing them from sratch? Bugger that!
Well, I guess your knowledge will never be complete. Truthfully, none of us will ever know the full potential of the Quake 3 engine. And now that scripting is available to use in MP, its 100% necessary. It can bring your level to life.
By messing around with the SP scripts, will not get you a desired effect. You have to make one from scratch. The best way to learn is by experience. I always make simple boxes to try new scripts out in, just to learn more.
And anyone can make a hollow box in radiant. :D
Shaders are easy - just use shadered and click the buttons at random until you get the desired effect. The trick is remembering what buttons and boxes you pressed
Maybe you should use Behaved and click and drag things until you get the desired effect. The trick will be to remember what does what. :)
Maybe you should use Behaved and click and drag things until you get the desired effect. The trick will be to remember what does what. :) [/B][/QUOTE]
Ha ha, Touche! :)
I've just learned how to do something as i've needed it - it's just getting the time to experiment that's the problem at the moment. I've got hundreds of maps on my home pc - Not particularly playable - they're just test maps for all the different effects.
I've just cracked weather effects, so my next map will probably be called "scripts.map". I'm trying to build a cantina for my city level so i'll need lots of patrons sitting down, idling etc so that's what i'm going to work on 1st