
afD2345
Joined: Apr 2, 2011
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Posted: Apr 10, 2011 12:29 PM
Msg. 1 of 8
1. garbage tags what are these? how to use those? 2. how to make custom animations (with gmax or Autodesk 3ds Max 8) 3. how to make custom weapon? (with gmax or Autodesk 3ds Max 8) 4. how to make ai talk? 5. how to get music to maps (SP and MP) 6. how to make ai give weapon to player 7. how to make switch that opens and closes door
help me , please
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Apr 10, 2011 02:51 PM
Msg. 2 of 8
5. Use this command: (sound_looping_start levels\b30\music\b30_01 none 1)
@ranger Your answer for 6 is incorrect, i believe you misread the question :P
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Apr 10, 2011 03:00 PM
Msg. 3 of 8
The way bungie did it in A10 was by making Keys play an animation of giving you the pistol, then deleting it, then sleeping the script until you entered a trigger volume then using the player add equipment command:
(player_add_equipment (unit (list_get (players) 0)) Key's_favorite_pistol true)
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 10, 2011 07:28 PM
Msg. 4 of 8
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afD2345
Joined: Apr 2, 2011
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Posted: Apr 12, 2011 01:47 AM
Msg. 5 of 8
thanks (all) Edited by afD2345 on Apr 12, 2011 at 01:47 AM
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Apr 13, 2011 09:34 AM
Msg. 6 of 8
Quote: --- Original message by: Gamma927 portable trigger volumes Pardon?
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Apr 13, 2011 02:57 PM
Msg. 7 of 8
Quote: --- Original message by: The Cereal KillerQuote: --- Original message by: Gamma927 portable trigger volumes Pardon? I've explained them many times, I probably have more indepth discriptions in my older posts, if this explanation isn't good enough, search portable under my username. (script continuous bipedz (ai_look_at_object biped1 biped2) (ai_look_at_object biped2 biped1) (ai_attach biped1 volume-encounter) (ai_attach biped2 volume-encounter) (objects_attach something "biped1" biped1 "head") (objects_attach something "biped2" biped2 "head") ) This is a setup loop to force them to behave correctly. You can toss in as many extra AI manipulating things to make them behave as much as you want. (and (objects_can_see_object biped1 somethingelse 45) (objects_can_see_object biped2 somethingelse 45)) toss this in as your if or sleep_until instead of the volume test. The way this works, is both are looking at each other by the setup script, so if your within 45 degrees (stated in second script) of both of their looking areas, it returns true (as if you where in a volume trigger in the specified location)
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Apr 13, 2011 03:55 PM
Msg. 8 of 8
Ah, creative.
I was speaking of literal trigger volumes, I thought he was suggesting you could treat them as objects (if only...).
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