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ForumsJedi Outcast and Jedi Academy Editing Forum → Lassev is going to kill me for these quistions
Lassev is going to kill me for these quistions
2004-10-19, 6:52 AM #1
After some radiant expermenting i found out that somehow (without BS_cinematic) stormtroopers will walk to certain waypoints before attacking the player. But jedi's (reborns, desann, tavion, that stuff) will not go to the waypoints, but will attack me at once. I want to know how to evade this problem and still let jedi's walk to certain waypoints.

My second problem in that somehow if i place a
Key: spawnscript
Value: player_start
in the Info_player_start properties it still wont give the player the force powers in the script i made (player_start). I am sure the script is well, because it will have effect on reborns or stormie's.

The third problem that script that need to be runned through a target_scriptrunner, just wont work. I tried to target a trigger at it but it wont work. If i type in the ceat screen: runscript clone/elekriciteit (dutch for electricity) it will run the script.
2004-10-19, 8:25 AM #2
Je bent Nederlands?! Waarom zij je niks?
Jedi rocks rule the house...
YEAH YEAH YEAH
2004-10-19, 11:57 AM #3
It appears stormies and NPCs who have no force (like force jump) follow waypoints to their destination. Because they can't jump to certain waypoints, they need to follow a track. Jedi who have force jump actually follow the waypoints but their movements are more random. Unless you set them to certain waypoint to go to, altering this bahavior (I believe) is locked in the source code.

For the second problem, try (in a target_scriptrunner toward the info_player_start):

key: usescript

value: "scriptfoldername"/"scriptname" (like echoman_map/echoman_scriptname)

I hope I understood the problem.
SnailIracing:n(500tpostshpereline)pants
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2004-10-19, 12:02 PM #4
Maybe in the third problem, use usescript instead of runscript.

Key: usescript

Value: clone/somefunnyDutchword
SnailIracing:n(500tpostshpereline)pants
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2004-10-19, 2:43 PM #5
Saber / force users have no use for waypoints. They use JA's lousy pathfinding to reach their targets. As far as I know, they ignore waypoints you place in the map.

What comes to the last problem, I guess you just did something wrong, and the script never launches. Check the trigger (flags), proper targeting, the scriptrunner, the script path.

For the second problem I guess Echo was trying to echo that you should target the info_playerstart to a scriptrunner.

And lastly, as a word of advice, you aren't going to get old Echobuddy's favour by addressing someone particular in the thread name.
Frozen in the past by ICARUS
2004-10-20, 10:31 AM #6
No, i know, and i thank him alot. But i allready quistioned you so much about scripting. i think over more then 30 quistions. That is not a normal thing
2004-10-20, 10:38 AM #7
Quote:
Originally posted by Echoman
It appears stormies and NPCs who have no force (like force jump) follow waypoints to their destination. Because they can't jump to certain waypoints, they need to follow a track. Jedi who have force jump actually follow the waypoints but their movements are more random. Unless you set them to certain waypoint to go to, altering this bahavior (I believe) is locked in the source code.


so...If i try to disable the force and drop all the weapons of the jedi, then let him walk to the waypoints, and then give him the force and saber back, he maybe will walk to the navgoals. Thats something to try.

As for the info_player_start script. Do i maybe need to use line in BehaveEd that says something like: Effect_Type or something, i know that it exist. But can i run the script then, and does it effect the player then???

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