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 Post subject: Icarus script (.ibi) functionality in MP?
PostPosted: Fri Oct 11, 2013 8:50 pm 
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I was thinking, now that the source code is out and all, would it be possible to get singleplayer .ibi script (those that can rotate and move brushes, make if/else conditions and generally deal with everything in a map) support for multiplayer too? This would revolutionize the possibilities within mapping.

On the other hand, if someone has ever seen a multiplayer map that uses scripts, please let me know!

examples include:

-doors that can rotate open.
-togglable elevators/elevators that can stop in several floors
-much more.

They also deal with NPC behaviors, but I don't know how easy this is to implement in multiplayer (?)


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 Post subject: Re: Icarus script (.ibi) functionality in MP?
PostPosted: Sat Oct 12, 2013 2:08 am 
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I think Triforce (since several years upcoming) mod includes that but I doubt theres much fun in live mapping. This is not minecraft xD

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 Post subject: Re: Icarus script (.ibi) functionality in MP?
PostPosted: Sat Oct 12, 2013 7:38 am 
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This sounds quite complex - I believe the mod of [DARK] from 1.04 have the power to do this; their mod can essentially do real mapping in so many ways. Too complex for me, haha :D


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 Post subject: Re: Icarus script (.ibi) functionality in MP?
PostPosted: Sat Oct 12, 2013 11:45 am 
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Oh I think you guys misunderstood me. This is not about real live mapping at all (although I'm doing a little project on that on the side).

If you have JK2editingtools there is a program called BehavED. This program is an interface for creating scripts that are assigned to a target_scriptrunner in the map editor.

In singleplayer, when you use a trigger_multiple assigned to a target_scriptrunner, it will run a .ibi script. This is set up before the compiled map. Nothing to do with live mapping :)

The script can tell what's going to happen, when, in which order, if/else conditions. For example, the script could look like this:

Code:
//Generated by BehavEd


affect ( "staticbrush1", [email protected]_TYPE*/ FLUSH )
{
   move ( $tag( "destination1", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 );
}


This would tell the script to run on staticbrush1, and move the static brush to a tag (ref_tag) in the map editor that you have named "destination1". This would take 1000 milliseconds. There's almost endless possibilities what you can do with these things though.

This works fine in singleplayer. For some reason it doesn't work in multiplayer levels. It sounds like it could be only a matter of using the code from single player in the multiplayer code, to get this to work, although I don't know the reality of this stuff.

Hope that cleared it up!


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 Post subject: Re: Icarus script (.ibi) functionality in MP?
PostPosted: Sat Oct 12, 2013 1:47 pm 
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Well you can do such stuff as rotating doors open or having elevators stopping already in MP with entity chains. However I for one would like to see a whole map like Bespin rotating or get splitted up in parts. Actually this is possible if there weren't brush entity limits of around 250 :p

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 Post subject: Re: Icarus script (.ibi) functionality in MP?
PostPosted: Sat Oct 12, 2013 2:03 pm 
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What do you mean by entity chains? Never heard about it. (Feel free to post links to maps that have this, or any literature!)


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 Post subject: Re: Icarus script (.ibi) functionality in MP?
PostPosted: Sat Oct 12, 2013 3:10 pm 
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Just check out the func possibilities like func_train.

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 Post subject: Re: Icarus script (.ibi) functionality in MP?
PostPosted: Sun Oct 13, 2013 3:19 pm 
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Func_trains are incredibly bugged. Some of the things you mention work in single player. I could write a log with all the stuff that doesn't work and bugs, but that's not the topic anyway! It can, with some work-arounds and backs and forths toggle to move between positions. It does not turn angles. The waypoints cannot be connected back to the first waypoint, or else it won't toggle (it will just loop forever, and have bugs if you use it with a trigger). What I meant by workarounds is that if you do not connect the last waypoint back to the first one, the train will spawn at the center of the map and magically appear where it should be once you use it with a trigger. So you would have to make a trigger that would only work once at playerspawn that would trigger the train, so and so many times until it's in the correct starting position.

Under those conditions, it does work as a togglable door or an elevator that makes stops at every floor.

But, it does not come close to the potential of a script. You can't specify which floor you want it to move to... you can't make 50 brushes lying "destroyed" on the ground reform and shoot back into the shape of a building, with rotations and all. Including a million other things :D


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 Post subject: Re: Icarus script (.ibi) functionality in MP?
PostPosted: Sun Oct 13, 2013 9:41 pm 
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JK2 is always workaround untill someone modifies^^

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 Post subject: Re: Icarus script (.ibi) functionality in MP?
PostPosted: Sun Oct 13, 2013 11:40 pm 
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you could try those .roff thingies though


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 Post subject: Re: Icarus script (.ibi) functionality in MP?
PostPosted: Mon Oct 14, 2013 11:34 am 
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Kaiser wrote:
JK2 is always workaround untill someone modifies^^

Amen ^^


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 Post subject: Re: Icarus script (.ibi) functionality in MP?
PostPosted: Mon Oct 14, 2013 5:54 pm 
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Nerevar wrote:
you could try those .roff thingies though


I wasn't aware of ROFFs. However, I would still need an exporter for 3DS Max, and a possible assurance that it will work for JK2 multiplayer, and again... ROFFs are driven by .ibi scripts.

Source: http://jkhub.org/topic/2142-wip-roff-ex ... r-3ds-max/


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