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shukrallah

Latest Posts

Page: 18 of 45
Posted in: 13 Stormtroopers March! 6 Wont.... =(
 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 fin...  [Read More]
Posted in: 13 Stormtroopers March! 6 Wont.... =(
 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:...  [Read More]
Posted in: Help me please
 shukrallah
07-20-2004, 3:33 PM
#17
Post a screenshot. You realise that it wont ALWAYS look like it does in Radiant, because the game has light, but Radiant is on.. full bright I guess.. so the textures appear differently. If you apply different color lights, or certain color values t...  [Read More]
Posted in: Help me please
 shukrallah
07-19-2004, 9:12 PM
#14
Thats right, I forgot GTK stops compilation if it finds a leak! I use a different program to compile (Q3MAP2TOOLZ) Do this: In GTK, unselect any brush or entity, press 'P' to load the preferences screen, then click BSP monitoring (on the left side,...  [Read More]
Posted in: Help me please
 shukrallah
07-19-2004, 2:34 PM
#10
dude, a leak is a hole in your map, you fix it by filling in the hole. Compiling is what you do to convert your .map into .bsp...  [Read More]
Posted in: Editing?
 shukrallah
07-20-2004, 1:09 PM
#3
Editing forum?! Like whoa.... lol Like I said, I dont know anything about this game :-\ I guess its a been a known fact then huh? Ill check that forum out....  [Read More]
Posted in: Editing?
 shukrallah
07-18-2004, 9:09 PM
#1
Do you think this game will be moddable? I dont keep up with, except for that first trailer, I havnt seen much of it. But yeah, it looks good :) I hope I can map for it or something......  [Read More]
Posted in: Bartenders, Waitors, and Mayhem
 shukrallah
07-19-2004, 9:18 PM
#7
well.. yeah, you could script them walking, you could record sound for them to speak... but without coding you cant have them get you stuff, or make a menu. well.. I guess you could make a code that says to run a script that tells them to go here, or...  [Read More]
Posted in: force breakable walls
 shukrallah
07-16-2004, 4:59 PM
#3
Make your breakable wall. Give it a targetname. Make a func_static brush the same size as the breakable area, and very thin, and right infront of it. Cover it with clip so the player cant see it. Click 'use_push' or something like that (press N, and...  [Read More]
Posted in: Scripting Help Details
 shukrallah
07-18-2004, 5:30 PM
#33
ok, done with t3_stamp. I shall do taspir 1 now....  [Read More]
Posted in: Scripting Help Details
 shukrallah
07-18-2004, 3:57 PM
#31
Secondly, remember that this is a hack to get the stuff to work. Just because it compiles in the BehavED doesn't mean that you did it correctly. Yeah, remember I script, razorace, BehavEd almost never stops compiling unless you set up the move comma...  [Read More]
Posted in: Scripting Help Details
 shukrallah
07-18-2004, 12:24 PM
#26
I assume it is.. because BehavEd puts it there. I just looked at my other scripts and its there under every set command....  [Read More]
Posted in: Scripting Help Details
 shukrallah
07-18-2004, 10:58 AM
#24
//(BHVD) set ( /*@SET_TYPES*/ "SET_PLAYERMODEL", "Kyle" ); Its not really necessary, (normal SP doesnt use it) but.. if it could be required for a custom Co-Op. //(BHVD) use ( "what_ever" ); Use is more important, i...  [Read More]
Posted in: Scripting Help Details
 shukrallah
07-17-2004, 8:35 PM
#20
Yeah, im working to finish some of my other projects, If I can finish the work they want me to do for TMU and JTA, finish.. 2 parts of Redemption and a map.. Ill contact you and maybe set something up :-\ EDIT: Hey, did you code the 'use' command in...  [Read More]
Posted in: Scripting Help Details
 shukrallah
07-16-2004, 9:26 PM
#9
Excellant, considering you have coded the proper stuff, this will work out :) If you want to handle leading such a group, that would be great, but I'd prefer to not get sucked into a political trap of trying to modivate a bunch of people that don't...  [Read More]
Posted in: Scripting Help Details
 shukrallah
07-16-2004, 11:49 AM
#4
Ok, I got a ship to fly in MP, but... after re-reading your post, I see that you are redoing the SP campaign, which is cool, but why not create another small SP campaign after all of those scripts are converted? if you want... EDIT: razorace, also,...  [Read More]
Posted in: Scripting Help Details
 shukrallah
07-16-2004, 11:01 AM
#2
CRAP! RAZORACE! Your joking right?!?! This is awesome. I suppose BehavEd doesnt do this, you would have to use notepad right? hey man, if you need some scripting references, I made some stuff, and i think it works in MP... I had the falcon flying, b...  [Read More]
Posted in: Some scripting stuff
 shukrallah
07-15-2004, 9:55 AM
#3
Ok, I think I get the camera group thing. About the func_breakable, I dont think the script ran... I might have messed up though. Probably a spelling error....  [Read More]
Posted in: curving pipes
 shukrallah
07-15-2004, 10:01 AM
#7
Thanks Wade!...  [Read More]
Posted in: Mac ~ Mods
 shukrallah
07-18-2004, 7:34 PM
#6
latley I have noticed a lot of mac posts......  [Read More]
Posted in: Revenge of the sound problems
 shukrallah
07-15-2004, 10:04 AM
#11
Sadly, some of the soundsets dont work right at all, a while back I added one to a tram I made, but... no sound. It was a func_train (I think) but it never played the sound, unless func_trains just dont play sounds....  [Read More]
Posted in: Editing tools
 shukrallah
07-20-2004, 1:13 PM
#5
Well.. you cant have a game that just uses Commandos and Trandoshans... it would be a waste not reuse the models in MP, like the wookie.... and anything else thats in SP....  [Read More]
Posted in: Decompiling?
 shukrallah
07-16-2004, 5:06 PM
#15
well, I decompiled t2_rogue, which was 12 Mbs, and the MAP was 3.6 MBs. There are some maps that cant be decompiled... Ive tried to decompiled academy1 (the first level) and that map wont run. Try a map like t2_dpred, or t2_rogue, I know they decompi...  [Read More]
Posted in: Decompiling?
 shukrallah
07-16-2004, 10:48 AM
#13
hmmm.. what happens? it starts to load... then what, look at the little console window at the bottom and see if there are any errors. Remember a map that is 12 MBs is a big map, it would take a while to load....  [Read More]
Posted in: Decompiling?
 shukrallah
07-16-2004, 10:11 AM
#11
Yup, decompiling maps is no where near perfect, most of the time, complicated brushes get deformed, several brushes duplicate (run brush clean up) and textures are unfitted. This is a good thing, it stops people from copying :) ermmm.. most of the ti...  [Read More]
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