
Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Oct 25, 2008 08:26 PM
Msg. 1 of 8
Can't word the title right. I'm modding b30, and I thought it would be cool to have longswords fly over you to bomb enemies, yada yada...
Well, how would I go by doing this? Sorry for non-specificness. Just, have me walk into a trigger volume and then they spawn and fly over, and drop a bomb.
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Oct 25, 2008 08:44 PM
Msg. 2 of 8
well i dont really know how to do this..but for the part when they fly over you u make the trigger volumn and they spawn... (youll have to edit the bsp otherwise you see the longswords spawn, like make a biulding way out of the map so you cant see it) and use commands to make them fly and shoot...but if you want the nuke (but the nuke will kill everything on the island most likely) to be the projectile you have to make it the primary weapon and no other weapon add-ons. so its really commands, spawn scripts and bsp editing involved. it might take a while. i dont know the spawn script by memory so youll have to get them from someone else.. and im making a longsword fly over aswell on my sp map...(custom bsp) except they dont shoot, they just fly over you..its a nice effect to the map.
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Oct 25, 2008 09:22 PM
Msg. 3 of 8
Yeah, I know I need a script, and a trigger volume. Thanks for helping.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Oct 25, 2008 10:40 PM
Msg. 4 of 8
I would recommend trying to use an existing recorded animation for them to fly over. If you just want them to fly straight, then I believe there's a perfect recorded animation for that on "d40" that you could import using Sapien into your b30. It's called "chief_hangar_run". Here are the commands related to recordings:
(recording_play <unit> <cutscene_recording>) make the specified unit run the specified cutscene recording.
(recording_play_and_delete <unit> <cutscene_recording>) make the specified unit run the specified cutscene recording, deletes the unit when the animation finishes.
(recording_play_and_hover <vehicle> <cutscene_recording>) make the specified vehicle run the specified cutscene recording, hovers the vehicle when the animation finishes.
(recording_kill <unit>) kill the specified unit's cutscene recording.
(recording_time <unit>) return the time remaining in the specified unit's cutscene recording.
For your interests, "recording_play_and_delete" would probably be the best command to use for the longsword just flying over. So, you would create the longsword using "object_create", and you can choose to either spawn it right where it needs to be at the start of the recording, or you can place a cutscene flag at that point in Sapien and then use the "object_teleport" command to move it there once spawned. At that point, you run the recording command.
You can then simulate a bomb drop with an .effect tag that creates the desired projectile, and then is created from the longsword using the command "effect_new_on_object_marker":
(effect_new_on_object_marker <effect> <object> <string>) starts the specified effect on the specified object at the specified marker.
You can use the "recording_time" above command to gauge the right timing for when to drop the bomb, and you should run the commands to be put in the script in Sapien first so you can perfect that timing without hassling with in-game testing. Edited by Me KS on Oct 25, 2008 at 10:42 PM
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Oct 25, 2008 10:41 PM
Msg. 5 of 8
(script startup longswords (begin (sleep_until (volume_test_objects (unit (list_get (players)0))) (object_create_anew longsword (vehicle_load_magic longsword "driver" (ai_actors ) )
And then I'm lost =D
Though I don't think that'll work. It should do this: Waits until player 0 (host) enters the trigger volume, and it creates a longsword, and loads it up with an AI. This AI will either stay still, or fly into walls.
EDITS: Actually, listen to Me KS. Edited by Mythril on Oct 25, 2008 at 10:44 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 25, 2008 10:43 PM
Msg. 6 of 8
yah, but the problem is making it go forward. unless u script in more trigger points, and have the AI follow the points in order
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Oct 25, 2008 10:45 PM
Msg. 7 of 8
I got it to work! thanks guys! Edited by Officer egg on Oct 26, 2008 at 12:45 AM
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HDoan
Joined: Feb 19, 2007
"'Tis only happens to them Asians" - ODX 2008
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Posted: Oct 26, 2008 01:13 AM
Msg. 8 of 8
couldnt you just make it a sceneryt hats activated when a hidden biped dies so then you can control movments with animations...
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