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lassev

Latest Posts

Page: 5 of 24
Posted in: Spawning Jadun in sp
 lassev
07-08-2004, 6:07 AM
#2
NPC_player. It's always the same as the player. It's also possible to force a playermodel, should your SP campaign need to tell the story of a specific person. There exists also a tutorial on the matter, for it's not as simple as in JO, albeit it's...  [Read More]
Posted in: NPCs
 lassev
07-07-2004, 6:00 PM
#3
You can do it by giving the to-be-mindtricked NPC a mindtrickscript that affects the other NPC to do as you would like him to do. That's no problem, and it's very easy. Just remember to set the mindtrickscript to null, since you can have undesirable...  [Read More]
Posted in: Door switches
 lassev
07-04-2004, 3:13 PM
#5
Yeah. I wouldn't need more than two or three scripts for it, and they would be pretty simple scripts. The reason I haven't done it or written a tutorial (beside the reason I haven't had a map requiring such) is that it might not work in MP. Of course...  [Read More]
Posted in: Door switches
 lassev
07-03-2004, 2:25 PM
#2
A func_usable has a function to freeze an animated shader, and when used, switch to the next anim stage. Thus, you can easily build for example the code screens that can have for example 4 different symbols and you must type the right one to open som...  [Read More]
Posted in: Mission briefing screen (go away)
 lassev
07-03-2004, 3:31 AM
#6
That's indeed how I did it. It's a satisfactory solution. Of course if you have a multi-level campaign, you don't anymore have the standard, briefing containing screen even between the levels. But on the other hand... Who really needs such? Which re...  [Read More]
Posted in: Mission briefing screen (go away)
 lassev
07-02-2004, 8:44 AM
#4
Who can say? Since the definition of an uiscript is like this: "These are game-specific internal actions that cannot be effected by .menu text alone. These are actions carried out in the mod's C code, but triggered from the menus. In a way, the...  [Read More]
Posted in: Mission briefing screen (go away)
 lassev
07-02-2004, 5:54 AM
#2
Good question. I pondered the very same question for a while, then I just replaced the whole loading screen thing (took away the frames and everything) with one full screen image presenting the level name and text: Loading - Please wait. Yeah, I hav...  [Read More]
Posted in: Shaders for Idiots
 lassev
07-01-2004, 3:32 AM
#7
What Wedge said. Lately I have noticed, be it for good or evil, that it actually is very important you know what each of the commands in your cannibalized shaders do. Sure, to a certain degree you can use them without knowing - I did that for a long...  [Read More]
Posted in: Peanut Butter!
 lassev
06-29-2004, 9:17 AM
#8
Originally posted by GothiX Damn, I'm afraid that I cannot send you the map file, for siomple reason: I no longer have PB's, or any other map file, and my back-up disc appears overwritten with, eh, Westlife songs. No worries tho, I'll recreate it an...  [Read More]
Posted in: Respawning Vehicles in Siege Maps
 lassev
06-29-2004, 6:16 PM
#5
I always use scripting for elevators. Nothing beats it. It lets you control any moving thing in whatever way you want to control it, plus any switches, elevator doors... you name it, at the same time... Of course you can always invent ways to do it...  [Read More]
Posted in: More questions...oy
 lassev
07-02-2004, 4:50 AM
#12
I don't get this "surround info_playerstart with trigger_once"... Why don't you just target the info_playerstart straight to the scriptrunner? I see no benefit in using an extra entity where none is needed....  [Read More]
Posted in: More questions...oy
 lassev
06-27-2004, 5:40 PM
#5
Dynamic music is a single player specific feature that cannot be controlled via worldspawn. It's controlled via the dms.dat file in the base/ext_data folder. You have two options if you want to use it: 1) Enter a valid entry in the file. The easiest...  [Read More]
Posted in: More questions...oy
 lassev
06-27-2004, 5:04 AM
#3
I wouldn't change the name of the briefings.str. Although I haven't tried if changing the name renders the file useless, I have a strong suspicion it will do that. Just add your own level name and briefing to the end of the file, and ship the whole t...  [Read More]
Posted in: NPC using cannon
 lassev
06-25-2004, 7:01 PM
#2
I'm not sure with 100% certainty I remember this correctly, since I did this almost 2 years ago in JO, but try this: Give the emplaced gun a targetname, and place the NPC next to the gun. Then either give the NPC a spawnscript or affect him later. I...  [Read More]
Posted in: Map idea
 lassev
06-25-2004, 4:03 PM
#5
Originally posted by WadeV1589 It's not Star Wars related so it has my vote! :p Traitor! ;)...  [Read More]
Posted in: crusher thing...
 lassev
06-19-2004, 7:08 PM
#8
Scripted movement is basically the only way to make it so that the entity comes down fast, then rises more slowly, as Ockniel wanted it to behave. Without this speed manipulation, you could of course use a variety of entities, like doors....  [Read More]
Posted in: Npc_droid_remote,,,not workin
 lassev
06-28-2004, 1:22 PM
#16
I have a file called corsec.npc. It contains 5 different NPCs. The first one starts like this: BespinCorsec { playerModel bespin_corsec weapon WP_BLASTER_PISTOL health 40 reactions 3 aim 1 move 3 What I call an entry name is coloured in red. Eac...  [Read More]
Posted in: Npc_droid_remote,,,not workin
 lassev
06-28-2004, 11:12 AM
#14
Try if it works in SP. If it doesn't work at all in SP either, and you get the same error message, it might not be a valid npc entry. If it works in SP no problem, or at least spawns even if it didn't last long after that, then it's not supported in...  [Read More]
Posted in: Npc_droid_remote,,,not workin
 lassev
06-27-2004, 12:18 PM
#12
No. You don't need any "paths" in the NPC_type key's value. Just type test in your case. Although "test" is not a very good name for an NPC, if you ask me... Ah. It's not the file name, if you thougt mistakenly that way. It's irre...  [Read More]
Posted in: Npc_droid_remote,,,not workin
 lassev
06-27-2004, 10:20 AM
#8
If you make your own NPC, you use NPC_spawner to place it somewhere in the map. It's an entity among the NPCs. You just enter key NPC_type and then the entry name of your new NPC as defined in your .npc file. However, a good option might be to try s...  [Read More]
Posted in: Trying Not to be Discouraged...
 lassev
06-26-2004, 7:56 PM
#59
Originally posted by *Dark This is a very valuable thread for any mapper, should be stuck. You must be joking......  [Read More]
Posted in: Trying Not to be Discouraged...
 lassev
06-25-2004, 11:44 AM
#52
Yeah, well, at least it underlines the importance of getting rid of obvious erros, having your map beta tested and evaluated for artistic impressions (especially if a young mapper hasn't yet developed such a good sense of artistic vision himself). I...  [Read More]
Posted in: Virus in the popups?
 lassev
06-24-2004, 8:36 AM
#24
It's getting worse, not better, good Dark Forces modders. This time your pop-ups offered me two trojans (or whatever they were). The other one, called "rico.exe" even tried to install itself straight into my Windows folder. Now, you must r...  [Read More]
Posted in: A rolling stone?
 lassev
06-21-2004, 10:57 AM
#35
Yeah, why not? Although as far as I know based on my experience, your rotate command does not work. The command only uses absolute angles, not relative. The values range from -360 to 360 degrees, and, for example, -90 equals totally to 270. The rotat...  [Read More]
Posted in: A rolling stone?
 lassev
06-20-2004, 7:31 PM
#33
This is bizarre... You have tried to get the stone to roll for more than 3 months... :violin:...  [Read More]
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