spawning Balrog in a script
#1
Posted 06 May 2006 - 01:29 PM
#2
Posted 07 May 2006 - 04:40 AM
I'm trying to spawn the Balrog via script, but when it spawns it just pops out of thin air. How can I get it to spawn in a script complete with the animation just like when it spawns via power?
ahh this is a trick, the trick here is you have to script this in two parts and sadly it will be huge. the section to script animations and sound will need to be put in the nutral folder, then spawning balrog is put in a folder under that team it that controls it. Think of it this way, you need to sound and animate then spawn then sound and animate again. As I have posted on the offical forums, soon a 3 pack of mine will be released on file planet and IGN, Called xnodes 3pack suprisingly enough,.. and once out there u can edit the map called "the 9" which has scripting just like this in it. sadly i don't have the time atm to post allot here or get into details, finals week.
Xnode
#3
Posted 08 May 2006 - 08:58 AM
if you know anything about coding, check the balrog OCL
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#4
Posted 08 May 2006 - 02:14 PM
that's not really true. i think, all you have to do is to spawn the so-called "balrog egg", and that object will handle the spawning of the balrog and the effects
if you know anything about coding, check the balrog OCL
aye, but from what I gathered on this question, he wanted more control of the actual spawn effect. So actually it is true, but there are alternatives, as there are in most of any of my suggestions.
Xnode
#5 Guest_Guest_*
Posted 08 May 2006 - 03:46 PM
Thanks to both of you!
#6
Posted 08 May 2006 - 05:28 PM
I first want to start off with just spawning the Balrog. I'll check out the egg thing tonite. Eventually I would like more control (once I'm better at scripting) so I will check out xnode's pack at that time.
Thanks to both of you!
Forgot to login. That was me. Thanks again.
#7
Posted 09 May 2006 - 04:49 AM
#8
Posted 10 May 2006 - 12:05 PM
ObjectCreationList OCL_BalrogSummoning ; The egg is going to die (hatch) immediately, and play the FXLists, then wait, then do the Finish below CreateObject ObjectNames = MordorBalrogEgg Count = 1 Disposition = LIKE_EXISTING End CreateObject ObjectNames = MordorBalrogEggPlaceHolder Count = 1 Disposition = LIKE_EXISTING End End
so, all you have to do is spawn those 2 objects
later when you want more control, you can edit the Egss and the Particle Effects in map.ini, which is generally easier and better for performance than scripts (no offense xnode )
Edited by 2playgames, 10 May 2006 - 12:06 PM.
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#10
Posted 12 May 2006 - 04:15 PM
better for performance: the game engine reads the code in map.ini at the start of the map, so when the balrog is spawned all of the effects are handled quickly. when you use scripts, the game first has to check what scripts to run and all the other stuff. however, the difference is not that big here...
Edited by 2playgames, 12 May 2006 - 04:16 PM.
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#12
Posted 12 May 2006 - 06:27 PM
Any help please?
#13
Posted 14 May 2006 - 01:03 PM
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#14
Posted 14 May 2006 - 10:27 PM
Thanks!
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