Script move (in a straight line...DOOOH!!!)


(demoneye) #21

Dot - If you want to know anything about sctipt movers, I’m willing to help on that. If you can describe exactly what you’re after, or maybe send me a map with details I’ll give you a step by step guide.

DeMoNeye


(Ghast) #22

Woo Hoo, this thread has been such a benefit to my own little project! Keep asking those questions Dotty! And big THANK YOUs to Demoneye and Kat for everything so far, keep it coming!!! G


(surrenderdorothy) #23

Ah demoneye you wee wonder that you are…your guidance got me on track with that and it wasnt as complicated as I had feared…but…(and believe me, I only call for help when I have worked and worked and worked on it meself to no avail!!!) as you know I have two conveyor belts on each side of the room, they both move in the same direction and I would like if one goes in the other direction(one is left to right, I would like the other right to left)for variety. So my weak brain commanded me to copy my texture and rename it, put it back in the texture folder, go to the shader file and copy/paste the (existant)working conveyor belt block into the shader and rename that to my new secondary conveyor texture(known as badboyconvey)and then fug around with the values…fair nuff, no?
So I have been here all afternoon trying a trillion combos of decimal points and numbers with no success in getting badboy to reverse himself(aptly named wee shite!)
here is the shader so far:

textures/bootcamp/conveysurface
{
surfaceparm metalsteps
qer_editorimage textures/bootcamp/conveysurface.tga
{
map $lightmap
rgbGen identity
}
{
map textures/bootcamp/conveysurface.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
tcmod scroll 1 0 -0.01
}
}

textures/bootcamp/badboyconvey
{
surfaceparm metalsteps
qer_editorimage textures/bootcamp/badboyconvey.tga
{
map $lightmap
rgbGen identity
}
{
map textures/bootcamp/badboyconvey.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
tcmod scroll (WTF GOES HERE???) -0.01
}
}

So if anyone can tell me that missing value please please let me know(please refrain from guesswork but if thats all you have I will gladly take it :smile: ) so I can move on with my life!
If anybody tells you that old shite about a load of monkeys, typwriters and works of shakespeare…just give em a shader with missing values and tell thenm what effect you would like to see!!! Ha! Bollocks to monkeys!!!


Whole lotta love in here!!!

<font size=-1>[ This Message was edited by: surrenderdorothy on 2002-12-08 20:40 ]</font>

<font size=-1>[ This Message was edited by: surrenderdorothy on 2002-12-08 20:41 ]</font>

<font size=-1>[ This Message was edited by: surrenderdorothy on 2002-12-08 20:42 ]</font>


(surrenderdorothy) #24

Me heids in a vice!
(I do come from Glasgow!)

<font size=-1>[ This Message was edited by: surrenderdorothy on 2002-12-08 22:23 ]</font>


(demoneye) #25

Ummm… What can I say, you do like to make things complicated :smile:

Pick the orginal conveyer and copy it. OK, you’ve got two conveyers now going in the same direction. Go to the second one, select the face with the conveyor texture on, hit “S” for shader amendment (“shift+S” if on a patch) and rotate the texture by 180 degrees. Now the texture will scroll in the oposite direction!

DeMoNeye


(surrenderdorothy) #26

Hells bells!!! That was a piece of cake…see! I never would have come up with that!!! I would have kept battering away at the shader script thinkng that there would be the answer and not in actually rotating anything in Radiant. My logic teling me that it would make no difference to rotate it as the direction is being called by the shader script!!!
Bloody Hell!!!
Again, cheers man!
Sorted!

Whole lotta love in here!!! :smile:


(kat) #27

On 2002-12-08 23:46, surrenderdorothy wrote:
Hells bells!!! That was a piece of cake…see! I never would have come up with that!!! I would have kept battering away at the shader script thinkng that there would be the answer and not in actually rotating anything in Radiant. My logic teling me that it would make no difference to rotate it as the direction is being called by the shader script!!!
Bloody Hell!!!
Again, cheers man!
Sorted!

Whole lotta love in here!!! :smile:

sometimes it helps to go do another section of the map, you brain will gestate the info whilst you’re doing that then it’ll ‘pop n click’ and suddenly it’ll make sense…! :smile:


(Ghast) #28

well evidently Dotty got Demoneye .map to compile?

For some incountable reason I get a “can’t find q3map error” ???

Recomplied KoS’ recent para.map (took forever) without a hitch, so it shouldn’t be the scriptmovers, and no, I am not using 1.2.11, but a clean version of 1.2.9 still.

not a priority, just curious G


(surrenderdorothy) #29

Yeah man, that map compiled no problem, is there a reason why you are on version 9 and not 10? I also use a custom ydnar Q3map (v 2.3.0-a1 which my Project leader has specified as its right for us)but I dont imagine that demoneyes map can be at fault here. Man, check yer paths!


(demoneye) #30

Map compiles fine on 1.2.11 of GtkRadiant. Must be the version of q3map you’re using - I’m currently using 2.3.33, and was using 2.3.32 when that map was compiled.

DeMoNeye


(kat) #31

On 2002-12-09 19:21, Ghast wrote:
well evidently Dotty got Demoneye .map to compile?

For some incountable reason I get a “can’t find q3map error” ???

Recomplied KoS’ recent para.map (took forever) without a hitch, so it shouldn’t be the scriptmovers, and no, I am not using 1.2.11, but a clean version of 1.2.9 still.

not a priority, just curious G

Sounds like a shader problem?? Might be due to some new implimentation in the latest ydnar that’s not compatable with older versions of GTK and q3map…!?

I’m using 1.2.9 +2.10 update and won’t upgrade (to a full clean install) until my current projects is done…


(Ghast) #32

that’s the answer then, hadn’t run into it before is all G To answer Dotty’s question, I see a whole lot of questions/problems posted, but the scariest is stuff that doesn’t appear UNTIL a map is reaching near completion!

Good enough for example maps is not good enough for SPing, and since I am not using any terrain features anyhoo, messing with the newer Q3maps is a distraction LOL

Why build with caulk hull if you’re not going to have any fps issues anyhoo?


(LtColSteiner) #33

I’m having an annoying error with my script_mover. I know that I have the script and everything correct because I did get things to move at one point. But now, I get this error when I try to play my map: “GScripting: cannot find entity with “targetname” = “bcsouth””, even though I do have a path_corner with that exact targetname. I found out that if I go back, delete these path_corners and make a new one, the problem is “solved”.
Any clues as to why this is happening? I have many script movers, and it is real annoying to have to go back, delete, then create the same path_corner all the time.


(demoneye) #34

This sort of problem, is normally down to the path corner not actually spawning before it’s referenced. In the spawn section of the script mover put a “wait 5” command.

This will wait 0.005 seconds before referencing the path corner, and should allow time for it to spawn.

Let me know if that helps.

DeMoNeye


(LtColSteiner) #35

ah ha! that seems to have fixed it. i thought it was a whole bunch of unrelated problems.
thanks for your help.
there hasn’t been a better forum where I can get help with wolf mapping than here


(digibob) #36

Just a little note on this: 50ms is actually the shortest length of time you can tell anything to wait, and only 50ms increments after this will work, any other values will be rounded up/down (most likely always up).


(BrushBaron) #37

try Heavy Metal: FAKK2, Alice, or MOH. You can do anything pretty much.


(chavo_one) #38

This is actually a question, but I know that in scripting your player config files, the wait command is the number of frames to wait. Is that true for script movers as well? If so that would mean the time a “wait 5” takes would be totally dependent on the fps.


(digibob) #39

Nope, it’s milliseconds.