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13 Stormtroopers March! 6 Wont.... =(

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 shukrallah
07-20-2004, 10:11 PM
#1
Grrr.... I spent like.. 2 hours scripting this for my movie. The commander is leading a group of 18 stormtroopers on a bridge. The commander, and 12 stormtroopers march behind him. The last 6 wont march! Its divided up into rows of 3... like this:


. . . . . . N N N N N N
. . . . . . . N N N N N N N
. . . . . . N N N N N N


Yeah.. but the last 2 rows will not move, they just turn sideways. The "." are the troopers, and the "N" are the navgoals...

So heres what I did, I deleted the last 2 rows... but then, the last rows wouldnt move, they did the same thing! (But they moved before!)

Check the script:



//(BHVD)

affect ( "st_commander", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "com_walking" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walkcom" );
}

dowait ( "com_walking" );
}


affect ( "storm_blue1", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm1" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk1" );
}

dowait ( "walk_storm1" );
}


affect ( "storm_blue2", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm2" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk2" );
}

dowait ( "walk_storm2" );
}


affect ( "storm_blue3", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm3" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk3" );
}

dowait ( "walk_storm3" );
}


affect ( "storm_blue4", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm4" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk4" );
}

dowait ( "walk_storm4" );
}


affect ( "storm_blue5", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm5" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk5" );
}

dowait ( "walk_storm5" );
}


affect ( "storm_blue6", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm6" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk6" );
}

dowait ( "walk_storm6" );
}


affect ( "storm_blue7", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm7" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk7" );
}

dowait ( "walk_storm7" );
}


affect ( "storm_blue8", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm8" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk8" );
}

dowait ( "walk_storm8" );
}


affect ( "storm_blue9", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm9" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk9" );
}

dowait ( "walk_storm9" );
}


affect ( "storm_blue10", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm10" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk10" );
}

dowait ( "walk_storm10" );
}


affect ( "storm_blue11", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm11" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk11" );
}

dowait ( "walk_storm11" );
}


affect ( "storm_blue12", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm12" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk12" );
}

dowait ( "walk_storm12" );
}


affect ( "storm_blue13", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm13" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk13" );
}

dowait ( "walk_storm13" );
}


affect ( "storm_blue14", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm14" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk14" );
}

dowait ( "walk_storm14" );
}


affect ( "storm_blue15", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm15" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk15" );
}

dowait ( "walk_storm15" );
}


affect ( "storm_blue16", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm16" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk16" );
}

dowait ( "walk_storm16" );
}


affect ( "storm_blue17", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm17" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk17" );
}

dowait ( "walk_storm17" );
}


affect ( "storm_blue18", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

task ( "walk_storm18" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "walk18" );
}

dowait ( "walk_storm18" );
}



Ive tried DO and DOWAIT, but it has the same results. Please HELP! Thanks... you have no idea how annoying this is... and how good it will look if it works!
 Codja X
07-21-2004, 11:08 AM
#2
Just like real stormtroopers then:)
 mslaf
07-21-2004, 11:53 AM
#3
Maybe it's because of a bug in the Icarus code.

If it doesn't work try to "move" only the first three troopers and make the rest to follow them.

Example:

Sa3 Sa2 Sa1 NavA
Sb3 Sb3 Sb1 NavB
Sc3 Sc2 Sc1 NavC

If Sa1 goes to the navpoint NavA, Sa2 will follow him and Sa3 will follow Sa2 etc, etc. I’m not sure about the final effect but it may be really cool.

By the way: If you want the enemy to chase you don’t use the “chase” mode, use the “follow” mode instead. It’s much more effective because it’s not limited to the line of sight and the enemy will find you whenever you are.
 shukrallah
07-21-2004, 12:41 PM
#4
Yeah, just like real stormtroopers!

By the way: If you want the enemy to chase you don’t use the “chase” mode, use the “follow” mode instead. It’s much more effective because it’s not limited to the line of sight and the enemy will find you whenever you are.


I found this: //(BHVD)
set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_FOLLOW_LEADER" );


Will that work, but, how do you specify a leader?

If Sa1 goes to the navpoint NavA, Sa2 will follow him and Sa3 will follow Sa2 etc, etc. I’m not sure about the final effect but it may be really cool.

I think that will do what I want, but Im not really sure how to set it up...
 mslaf
07-21-2004, 1:07 PM
#5
I cannot give a working example because my scripts are lost somewhere. Try to improvise if it doesn't work.

set(“SET_LEADER” , "leadername");
set("SET_BEHAVIOR_STATE" , "BS_FOLLOW_LEADER" );

SET_LEADER is undocumented but exists inside "jagamex86.dll". I was testing this behavior few months ago and it was working quite well.
 shukrallah
07-21-2004, 1:29 PM
#6
http://img46.exs.cx/img46/673/shot8.jpg) -thats a shot of it. As you can see, the stormtroopers in the back turn and wont walk :-\

Ill try out what you said :) The shot looks really good, except the guys in the back.... (yes, the tie is moving)
 mslaf
07-21-2004, 2:09 PM
#7
It looks good without the guys in the back, just remove them ;).

Hard to say, what's not right Maybe there's something wrong with the npc entities. Remove them and create again.
 Jedi_Vogel
07-21-2004, 2:28 PM
#8
Originally posted by Codja X
Just like real stormtroopers then:)

Priceless comment there Codja :lol:
 Codja X
07-21-2004, 2:51 PM
#9
Have you set the cinematic flag on the last row of stormtroopers?

Also, if you've copied and pasted all the navpoints have you made sure that their names are all correct?

I know it sounds almost patronising but i've learned the hard way that starting off looking at the most complicated solution isn't the best of ideas:)

[edit] Is that hapslash's Stormtrooper Model?
 shukrallah
07-21-2004, 8:08 PM
#10
Yeah, Codja, I checked ALL of that.. countless times :(

Yeah, its hapslash's model (not included with the mod) :-p

Its not that easy Mslaf, I did that, but then, whoever is on the last 2 rows ALWAYS does that.... :-\ Im thinking about just making them invisable. And, yeah, I remade them..

It might just simply be that ICARUS cant handle moving that many NPCs at the same time... I hope this isnt the start of a huge batch of other problems in this map, its going so good right now (except the current problem.)
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