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-   -   Two question... (http://forums.filefront.com/sw-jk3-modding-mapping-editing/384092-two-question.html)

jk3editor November 10th, 2008 06:21 AM

Two question...
 
Hi everybody, who read this! I have two question:

1) How can I make a working mouse?? I put a mouse on the map, but it didn't do anything...and I tried to make waypoint to him....but it didn't do anythig again...

2) I got this error: "Lightmap texture coords out of range" about 100 times...I searched on the google, and on a forum there is, to I should set _lightmapscale on my map...I set _lightmapscale 2, but these errors were there again...and I tried to set it 2, 3, 4, 5...but the errors are there now too...

What should I do?
Please help me...Thanks:D

NAB622 November 10th, 2008 07:12 AM

Re: Two question...
 
For a mouse:
You will need to use a script to move it between the waypoints. This may be beyond your skills right now. If you know how to script, then "affect" the mouse, and using SET_NAVGOAL, give it the targetname of the waypoint. It should move to it.

For the lightmap coordinates error:
You can just ignore this error. I had the same error and it never gave me any problems. Are you seeing any awkward things happening to your lightmap? If not, then yeah, it shouldn't hurt anything.

Make sure you remove the changes you made on the lightmapscale, because "lightmapscale 2" looks pretty ugly.

jk3editor November 10th, 2008 07:49 AM

Re: Two question...
 
Okay, I really haven't any problem in the map by this error..but I thinked, to it had:D

In the mouse that isn't my problem, to I can't make navogal...I can scripting quite more....that's the problem, to it isn't going to anywhere, after I gave a script to him...

NAB622 November 10th, 2008 08:15 AM

Re: Two question...
 
Easy, just give the mouse a script_targetname and give the navgoal a targetname. In your script, add an affect block and put in your mouse's script_targetname. (Leave the affect type as FLUSH.) Inside the affect block, add a "SET_TYPES" block. Double click on that block and find the "set_navgoal" option (It should be in "strings"). For the value, put in the targetname you gave the navgoal.

Then you can activate the script any way you like.

EDIT: I think I misunderstood your post. Use waypoint_navgoal (I think that's right).

lassev November 10th, 2008 08:37 AM

Re: Two question...
 
Even if it's just a poor mouse, it's still an NPC, Nab. Give the mus droidicus some respect, man! NPC_targetname, not script_targetname.

Anyway, you can create a network of ordinary waypoints in the map and give the mouse droid a spawnscript that sets it behavior state to bs_wander, and it will automatically wander randomly from one waypoint to another. If that's what you'd want instead of more intelligent movement to a specific target location.

I've also written a tutorial on NPC movement. It might be of some little help. It's out there somewhere.

jk3editor November 10th, 2008 08:37 AM

Re: Two question...
 
The mouse isn't a NPC? Or what is the different in the script_targetname, and the NPC_targetname?

And a second question...what is the FLUSH is there?? To the NPCs I should to set the INSERT...Or the mouse really isn't a NPC?:D:D Thanks:D

lassev November 10th, 2008 08:41 AM

Re: Two question...
 
Flush means the affect will replace (or flush) any existing script commands the entity might be running. Insert means the commands in the affect will be added to the queue of the entity's existing running/pending script commands. You rarely if ever need to use Insert, though. There's also a separate Flush command should you want to remove an entity's running scripts forcefully at some point. That can happen every now and then.

jk3editor November 10th, 2008 08:49 AM

Re: Two question...
 
Okay....:) And a last question:
I would like to a box can move.
I set it in the script:

affect ( "box", /*@AFFECT_TYPE*/ FLUSH )
{
move ( $tag( "box_nav1", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 );
}

The box in the radiant:
CRUSHER
script_targetname - box

And the ref_tag:
targetname - box_nav1
origin - -8880 -5784 344

Do you know, what is the problem?
Thanks...:)

NAB622 November 10th, 2008 09:32 AM

Re: Two question...
 
Quote:

Originally Posted by lassev (Post 4674645)
NPC_targetname, not script_targetname.

My bad. XD Yeah, in case you can't tell, I don't work with NPCs much (Yet). Thanks for setting him (and me) straight.

I don't see anything wrong with the box moving script...how are you triggering the script?

jk3editor November 10th, 2008 09:38 AM

Re: Two question...
 
With this trigger_once:
CLIENTONLY
target - close

The close is a scriptrunner:
usescript - empire3/locked
targetname - close

But the script is good, because it's starting, but the box isn't going to the ref_tag, its fly out from the camera.:(

jk3editor November 10th, 2008 10:50 AM

Re: Two question...
 
Should I send the map, and the files?
I can't fix it!:(:(:bawl:

NAB622 November 10th, 2008 11:06 AM

Re: Two question...
 
Did you remember to add an "origin" brush as part of the "box" entity? ;)

jk3editor November 10th, 2008 11:13 AM

Re: Two question...
 
Ohh..:(:( I'm very stupid!!:9 Yes...I forgot..
But I thinked to it shouldn't to be there, because in a SP map, it isn't there, only the func_static has an origin....(redempion1..I think you know it..)..thanks:D

NAB622 November 10th, 2008 11:47 AM

Re: Two question...
 
IMO, it's good practice to add origins to all func_ entities (except func_groups). That way, you don't have to remember to add them later, and it also fixes glitches with serverside mods and some other small things. The only good reason to not have an origin brush would be if the entity is at the map's origin.

Does it work now?

jk3editor November 11th, 2008 05:59 AM

Re: Two question...
 
It's working without origin brush...I've set to the func_static its origin, where is this box...:D


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