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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Rappelling Help...again....
ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Monday, Sep. 9, 2002 06:45 pm
How can I get my NPC to wall bounce off of the wall instead of bounceing off the open air when he kicks... I know this is probably very easy but I can not seem to get it to work. What SET_commands do i use in my script to make him face the wall when he rappell's? some help plz....
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mechanodroid~rb
General Member
Since: Dec 23, 2006
Posts: 154
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Monday, Sep. 9, 2002 07:57 pm
If setting "angles" didn't work, then try this in his spawnscript somewhere:

SET_LOOK_TARGET lookpoint

Where lookpoint is the targetname of an info_not_null that has been placed somewhere on the wall side of the rope.  Then he should look at this point as he goes down.
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Monday, Sep. 9, 2002 10:38 pm
Thanks for your reply.... I figured it out... my points had to be at least around 90u from my wall and i set the angles and it worked fine. Thanks for your help!
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Tuesday, Sep. 10, 2002 05:55 am
O.K..... one last question on this subject for me... how do i get the NPC to attack while rappelling... my level calls for a guy to rappell down half way, shoot for a few seconds, and then continue to the ground... how do i do this? I have tried set_task attack... but the NPC just stays there and won't move or attack me.

here is my script... i don't understand why this won't work... but the NPC just won't do anything after he makes it to the navgoal... which is half way down the rope..??? How did you guys do it like on Hos3 where the two guys rappell down and shot through the window before entering the building???

//(BHVD)
use ( "repman1" );

affect ( "repman1", /*@AFFECT_TYPE*/ FLUSH )
{

task ( "Repel1" )
{
set ( /*@SET_TYPES*/ "SET_STATIONARY", /*@BOOL_TYPES*/ "OFF" );
set ( /*@SET_TYPES*/ "SET_TASK_SPEED", /*@SPEED*/ "5 - NoRush" );
set ( /*@SET_TYPES*/ "SET_TASK", /*@TASK_TYPES*/ "Path" );
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t104" );
}

dowait ( "Repel1" );
set ( /*@SET_TYPES*/ "SET_FACE_TARGET", "player" );
set ( /*@SET_TYPES*/ "SET_ENEMY", "player" );
set ( /*@SET_TYPES*/ "SET_TASK", /*@TASK_TYPES*/ "Attack" );
wait ( 3000.000 );
}

some help please....
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Tuesday, Sep. 10, 2002 07:09 pm
bmp
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mechanodroid~rb
General Member
Since: Dec 23, 2006
Posts: 154
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Tuesday, Sep. 10, 2002 07:23 pm
Quote (ShockRave @ Sep. 10 2002, 12:55 am)
How did you guys do it like on Hos3 where the two guys rappell down and shot through the window before entering the building???

That will only happen if there is a window there and a navpoint on the otherside of it.  It's even harder to set up than basic rappelling, but give it a shot if you want.

The other possibility is you could "trick" the system into thinking it should shoot at that point.  I could see one possibility: make the level with the window and get it working then remove the window but do NOT resave the navs.  The old nav path will force him into this action and will work until you save over it (so don't do that).  This is slightly cumbersome since every time you update architecture you'll have to repeat the hack.

Strange that he is not attacking since you have a SET TASK attack.  Try turning OFF force script.  Make sure his team is not "the Shop" or "None", set him to Prometheus (look at one of the .npc files for an example of how to do this).  Also make sure he does not have the startsNuetral flag (something like that, check the spawnfield list for exact name of that var).
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Tuesday, Sep. 10, 2002 07:52 pm
Yeah he won't attack me at all he just stays hanging from the rope... he won't look at me or anything... I turned off force script... and still the same thing.... he is prometheus and he does not have the neutral flag checked....  I don't really want him to shoot me through a window... Is that the only way to get him to shoot while suspended on the rope? I just want him to shoot me out in the field when he is rappelling down off the building.... arghhh.... this should be a simple thing to do...
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Tuesday, Sep. 10, 2002 08:58 pm
LOL.... I know now it's not simple.... It took me a good bloody 4-5 days to get this working right, but... thats all part of the process. Thanks for your help. Thanks for the other solutions... I would never have thought of either of them. If I could find some more information on getting my MAX character into SOF II then I might be inclined to create my own cusom animations for this... but I can not find any good information on getting the models/animations in. Oh well... we'll see what happens...
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Wednesday, Sep. 11, 2002 02:17 pm
O.K.... I  almost have it working now... I used set_anim as you will see below to make the guy aim and shoot while he is on the rope. The only thing left is to get bullets comming out of his gun and hitting the player....  Does anyone know how I can do this? Anyway here is my latest script... comments anyone?


//(BHVD)
use ( "repman1" );

affect ( "repman1", /*@AFFECT_TYPE*/ FLUSH )
{

task ( "Repel1" )
{
set ( /*@SET_TYPES*/ "SET_STATIONARY", /*@BOOL_TYPES*/ "OFF" );
set ( /*@SET_TYPES*/ "SET_TASK_SPEED", /*@SPEED*/ "5 - NoRush" );
set ( /*@SET_TYPES*/ "SET_TASK", /*@TASK_TYPES*/ "Path" );
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t105" );
}

dowait ( "Repel1" );
set ( /*@SET_TYPES*/ "SET_ANIM_SEQUENCER", /*@BOOL_TYPES*/ "OFF" );
set ( /*@SET_TYPES*/ "SET_ANIM", "Arms|Inventory|Full+Hold Rifle+Soldier+RappelSlide|Aim" );
wait ( 1000.000 );
set ( /*@SET_TYPES*/ "SET_ANIM_LOOP", /*@BOOL_TYPES*/ "ON" );
set ( /*@SET_TYPES*/ "SET_ANIM", "Arms|Attack|Full+Hold Rifle+Soldier+RappelSlide|fire" );
wait ( 4000.000 );
set ( /*@SET_TYPES*/ "SET_ANIM_LOOP", /*@BOOL_TYPES*/ "OFF" );
}

This makes the guy go half way down the rope and play the aim & fire animations for a certain period of time (4000)... only problem is no bullets come out of his gun, he just plays the animation.
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mechanodroid~rb
General Member
Since: Dec 23, 2006
Posts: 154
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Wednesday, Sep. 11, 2002 03:36 pm
Is the player his only target?  If so you could just play some gun shot sounds and do a SET_PLAYERHEALTH.  The timing might look off, but it's worth a shot.
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