You are not logged in.    Login    New User    Forum Home    Search

Location:
JBPLAY  \  Meteor 2  \  Editing  \  help on map editing

Back to Threads

Viewing Thread: help on map editing

 

mr_no_name
Joined: 24 November 2007
Posts: 11
24 November 2007 03:16 (UK time)

I'm kind of new to M2 Map Editing and I have a few questions...

1. I know how to make things follow waypoints but I want to know how to make a vehicle follow waypoints after you enter it... how do you do this?

2. How do you make objects indestructible? I read the Meteor 2 Documents, but I still don't get it. What are the easiest ways to do this?

3. how do you make objects respawn at a certain spot? (and then follow waypoints?)

Oh, and I'm not so good at scripting things, so more details needed...? Unless you know how to do these things in Map Editor for Sectors (Script Trigger) or something

Thanks.

Edited: 25 November 2007 08:21


You need to login to create posts in this thread.

DarkRain

Joined: 01 March 2007
Posts: 1193
26 November 2007 17:50 (UK time)

I think that can help you

http://www.meteormods.com/meteor2/ModdingHelp/

And Welcome to the forums =)
The Dark Age is upon us! Quake 2 mapmaker.


Edited: 26 November 2007 17:50


You need to login to create posts in this thread.

mr_no_name
Joined: 24 November 2007
Posts: 11
27 November 2007 09:49 (UK time)

k i figured how to make stuff indestructible but i cant find anything for making things follow waypoints after you enter it and how to make objects respawn at a certain spot

You need to login to create posts in this thread.

DarkRain

Joined: 01 March 2007
Posts: 1193
27 November 2007 14:42 (UK time)

Unfortunately I'm not very good at scripting. But with this

SC_SetObjectFollow( [object that follows player], SC_GetPlayerObjectId() );

you can make an object follow you.


The Dark Age is upon us! Quake 2 mapmaker.


You need to login to create posts in this thread.

ParaSait

Joined: 26 June 2007
Posts: 1478
27 November 2007 18:01 (UK time)

void OnEnterVehicle_*VehicleId*(){
SC_BindObjectToWaypoint( *int ObjectId*, *int WaypointId*);
}

!Don't forget to export your events using *export EventName_123*;" at the top of your script!


That should help.


This link is dead. It's only still here because, err... yknow, it's some sort of... memorial.


Edited: 27 November 2007 18:02


You need to login to create posts in this thread.

ParaSait

Joined: 26 June 2007
Posts: 1478
27 November 2007 18:04 (UK time)

And if I was you I would also read the M2 documentation and the scripting tutorial. At least, if you're not too lazy, like me ;p


This link is dead. It's only still here because, err... yknow, it's some sort of... memorial.


You need to login to create posts in this thread.

DarkRain

Joined: 01 March 2007
Posts: 1193
27 November 2007 19:11 (UK time)

I will learn the scripting because there will be scripts in Meteor 3.
The Dark Age is upon us! Quake 2 mapmaker.


Edited: 27 November 2007 19:12


You need to login to create posts in this thread.

mike323
Joined: 23 January 2005
Posts: 745
29 November 2007 03:56 (UK time)

Just so you know, mr_no_name, the scripting tutorial Dark Rain directed you to is outdated. The most up-to-date one can be found at my site, www.mike.jbgames.com, and click on Scripting under the tutorial list.

You need to login to create posts in this thread.

DarkRain

Joined: 01 March 2007
Posts: 1193
29 November 2007 13:09 (UK time)

I'm sorry, I didn't know that it is outdated.
The Dark Age is upon us! Quake 2 mapmaker.


You need to login to create posts in this thread.

mr_no_name
Joined: 24 November 2007
Posts: 11
29 November 2007 13:39 (UK time)

ok... i have made a scripting file for this map i made but it seems there is still a problem (with the entering vehicle and following waypoint part). I am not really good at scripting, so I probably did something wrong. Can you figure whats wrong? I already read the documents... either im not reading it carefully enough or I just cant find it.


#title ""
#author "your name here"

#include meteor2

export OnMapStart;

void OnMapStart()
{
SC_SetObjectIndestructible(0,1);
SC_SetObjectIndestructible(1,1);
SC_SetObjectIndestructible(2,1);
}

export ChinookPickUp;

void OnEnterVehicle_3()
{
SC_BindObjectToWaypoint(3,242);
}


What ends up happening is that I just enter the helicopter and nothing happens.

You need to login to create posts in this thread.

nyasudah
 Official Sponsor

Joined: 06 February 2005
Posts: 832
29 November 2007 15:25 (UK time)

try this:


#title
#author your name here

#include meteor2

export OnMapStart;
export OnEnterVehicle_3;


void OnMapStart()
{
SC_SetObjectIndestructible(0,1);
SC_SetObjectIndestructible(1,1);
SC_SetObjectIndestructible(2,1);
}

void OnEnterVehicle_3()
{
SC_BindObjectToWaypoint(3,242);
}

nyasudah / masuda / mp / PetiX / PtX


You need to login to create posts in this thread.

mike323
Joined: 23 January 2005
Posts: 745
30 November 2007 06:24 (UK time)

Fixed your multiple-posts problem ;-)

And verify that the vehicle ID of the chinook hasn't changed since you make the script.

You need to login to create posts in this thread.

mr_no_name
Joined: 24 November 2007
Posts: 11
30 November 2007 10:02 (UK time)

ok i did the script like what you said...
but it still doesnt work. I checked the waypoint id, object id...
but everything is fine! And still don't work!!! What is wrong?!

You need to login to create posts in this thread.

DarkRain

Joined: 01 March 2007
Posts: 1193
30 November 2007 10:14 (UK time)

You might have forgotten to write ';' at the end of some of the lines.
The Dark Age is upon us! Quake 2 mapmaker.


Edited: 30 November 2007 15:13


You need to login to create posts in this thread.

mike323
Joined: 23 January 2005
Posts: 745
30 November 2007 16:12 (UK time)


#title
#author your name here

#include meteor2

export OnMapStart;
export OnEnterVehicle_3;


void OnMapStart()
{
SC_SetObjectIndestructible(0,1);
SC_SetObjectIndestructible(1,1);
SC_SetObjectIndestructible(2,1);
}

void OnEnterVehicle_3()
{
SC_GameMessage("It's getting here...";);
SC_BindObjectToWaypoint(3,242);
}

Tell us if you see "It's getting here..." come up when you enter the chinook.

You need to login to create posts in this thread.

mr_no_name
Joined: 24 November 2007
Posts: 11
01 December 2007 06:05 (UK time)

oh! i don't know what i did... but it now works!
thanks for the help though, but I still have a few question...
how to make things respawn at a certain spot? is it possible to make the "Mission Completed" thing pop up and run the next level? Because i'm trying to connect these levels together, and if I make a trigger run ("level_name";) it doesnt show the "Mission Completed [press space to continue]" and i want it to

did i say everything right? or did everything not make sense?

Edited: 02 December 2007 03:57


You need to login to create posts in this thread.

mike323
Joined: 23 January 2005
Posts: 745
02 December 2007 05:06 (UK time)

Use the map list editor.

You need to login to create posts in this thread.

mr_no_name
Joined: 24 November 2007
Posts: 11
21 December 2007 02:38 (UK time)

kk i got it now thx :D

You need to login to create posts in this thread.



Forums system (C) 1999-2023 by James Bunting.

Terms of Use