
delta49
Joined: Jan 23, 2007
I don't always make shaders..
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Posted: Mar 22, 2008 02:12 AM
Msg. 1 of 4
does anybody know how to make marines taunt or use dialog by pressing Q? i know its possible i'm just not exactly sure..
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bobbysoon
Joined: Feb 1, 2007
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Posted: Mar 22, 2008 07:03 AM
Msg. 2 of 4
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delta49
Joined: Jan 23, 2007
I don't always make shaders..
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Posted: Mar 22, 2008 07:59 PM
Msg. 3 of 4
thanks, i used its script, but change the sound to a marine berserk. but when i tried it ingame i didn't hear anything. here's the script if it helps:
(script continuous taunt (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 0))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 0)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 0))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 0)) 1)
(script continuous taunt1 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 1))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 1)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 1))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 1)) 1)
(script continuous taunt2 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 2))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 2)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 2))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 2)) 1)
(script continuous taunt3 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 3))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 3)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 3))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 3)) 1)
(script continuous taunt4 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 4))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 4)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 4))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 4)) 1)
(script continuous taunt5 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 5))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 5)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 5))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 5)) 1)
(script continuous taunt6 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 6))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 6)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 6))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 6)) 1)
(script continuous taunt7 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 7))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 7)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 7))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 7)) 1)
(script continuous taunt8 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 8))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 8)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 8))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 8)) 1)
(script continuous taunt9 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 9))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 9)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 9))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 9)) 1)
(script continuous taunt10 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 10))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 10)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 10))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 10)) 1)
(script continuous taunt11 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 11))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 11)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 11))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 11)) 1)
(script continuous taunt12 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 12))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 12)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 12))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 12)) 1)
(script continuous taunt13 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 13))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 13)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 13))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 13)) 1)
(script continuous taunt14 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 14))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 14)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 14))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 14)) 1)
(script continuous taunt15 (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 15))) true)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 15)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 15))) false)) (sound_impulse_start sound\dialog\marines\aussie\conditional\combat2\exclamations\berserk (unit (list_get (players) 15)) 1)
i don't think its the script, because it was successfully compiled in sapien. I even compared my edited marine biped to SPARTAN04's grunt_mp biped, and it still seems to not work
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bobbysoon
Joined: Feb 1, 2007
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Posted: Mar 22, 2008 08:53 PM
Msg. 4 of 4
Sapien will say "scripts succesfully compiled", even if it doesn't find anything to compile, so look at the bottom of the scenario tag to be sure it compiled. If it didn't, be sure the script is under data, in a scripts folder. the scripts folder should be where the bsp's models folder is
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