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Topic: Rappelling Help...again.... |
| ShockRave~rb |
General Member Since: Dec 23, 2006 Posts: 58 Last: Dec 23, 2006 [view latest posts] |
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| mechanodroid~rb |
General Member Since: Dec 23, 2006 Posts: 154 Last: Dec 23, 2006 [view latest posts] |
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| ShockRave~rb |
General Member Since: Dec 23, 2006 Posts: 58 Last: Dec 23, 2006 [view latest posts] |
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| ShockRave~rb |
General Member Since: Dec 23, 2006 Posts: 58 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Tuesday, Sep. 10, 2002 05:55 am |
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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] |
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| mechanodroid~rb |
General Member Since: Dec 23, 2006 Posts: 154 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Tuesday, Sep. 10, 2002 07:23 pm |
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| 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] |
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| ShockRave~rb |
General Member Since: Dec 23, 2006 Posts: 58 Last: Dec 23, 2006 [view latest posts] |
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| ShockRave~rb |
General Member Since: Dec 23, 2006 Posts: 58 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Wednesday, Sep. 11, 2002 02:17 pm |
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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] |
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