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No Limits Mod

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About This File

Title : No Limits Mod
Author : Akira

File Name : knsnolimits.pk3
Date Released : 20/02/03

Description :
This mod makes all weapons plant and fire extremely quickly. It
also removes the limitations of mine planting, you can plant as
many as you wish without them blowing up on you. With cheats on
and with unlimited ammo you can have a blast. Originally made
for screenshots and demo's for the Knights Of Sith website.
________
|Features|
----------------------------------------------------
| v1.0: |
| * Every gun shoots extremely quick. |
| * No limit on the mines you plant. |
| * Mines will only blow by an explosion. |
| * Detonation packs don't explode when |
| overlapped. |
----------------------------------------------------
____________
|Installation|
----------------------------------------------------
| Extract knsnolimits.pk3 from the zip file and |
| place in /jk2directory/gamedata/. Make sure "Use |
| paths" or "Use folder names" is ticked. This will |
| ensure that the file is extracted to |
| gamedata\Nolimit directory. Alternatively you can |
| make a directory in the gamedata folder called |
| "Kns Nolimits" or something else and extract the |
| file into there. Without paths enabled. |
| |
| -:-Note: The mod will not appear in the list if |
| pk3 file is placed in the wrong directory. Do not |
| put it in the Gamedata or Base directory. It must |
| be in a seperate folder in the Gamedata directory. |
| The foldername doesn't matter but the pk3 files |
| path should be jk2directory/gamedata/<Folder name>.|
----------------------------------------------------

_______________
|Running in game|
----------------------------------------------------
| Just start Jedi knight 2 in Multiplayer mode. |
| In Main menu goto setup then goto Mods in the |
| submenu and select -<[KnS]>- No Limits from the |
| list and click apply. Now goto to play in the menu |
| and select create server. Configure the server as |
| you see fit then start the game. |
----------------------------------------------------

__________
|Known Bugs|
----------------------------------------------------
| * Game crashes when too many mines are |
| planted due to too many entities. |
| |
| * Tripwire dissapears from newly |
| planted mines after about 250 are |
| planted. Again due to too many |
| entities. |
----------------------------------------------------

______________________________________________________
Enjoy our Mod! 🙂
-<[KnS]>-Akira

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS™ & © LUCASARTS ENTERTAINMENT COMPANY, LLC AND/OR ITS LICENSORS.

DarthValeria likes this

User Feedback

Recommended Comments

Would be great to see an improvement to this mod, so that it supports dynamic allocation of new entities, so it'll support as many mines as you have RAM for.  I'm not sure 250 mines is enough for a mod that claims to have "no limits" 😛

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14 hours ago, Futuza said:

Would be great to see an improvement to this mod, so that it supports dynamic allocation of new entities, so it'll support as many mines as you have RAM for.  I'm not sure 250 mines is enough for a mod that claims to have "no limits" 😛

As the mod was released in 2003, there weren't the possibilities like we have today. So, in terms of "no limits", 250 mines was still huge.

And now that we have OpenJK and the likes, it shouldn't be a problem to increase the limits.

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Thanks for posting this mod! In fact, it's quite helpful in terms of understanding some JA limits with FX and entities. As I experimented with these on my own maps, I came to an interesting conclusion, that mines' lasers don't like too many other FX. I tried to place 2 EWEB turrets on a map and for some reasons the tripmines didn't like being the first to lose the effect (probe droids being the second after them exploding without explosion FX). There were other specifics too, but in any case that wasn't normal to have only 2 tripmines in one base with two turrets.

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9 hours ago, NumberWan said:

Thanks for posting this mod! In fact, it's quite helpful in terms of understanding some JA limits with FX and entities. As I experimented with these on my own maps, I came to an interesting conclusion, that mines' lasers don't like too many other FX. I tried to place 2 EWEB turrets on a map and for some reasons the tripmines didn't like being the first to lose the effect (probe droids being the second after them exploding without explosion FX). There were other specifics too, but in any case that wasn't normal to have only 2 tripmines in one base with two turrets.

Is it possible to port this mod over to Jedi Academy? It would actually be interesting to see, especially in combination with OpenJK.

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On 9/12/2022 at 8:54 PM, Lancelot said:

Is it possible to port this mod over to Jedi Academy? It would actually be interesting to see, especially in combination with OpenJK.

I actually came across the above mentioned issue within OpenJK, not just JA, JO. I made my own map for a separate mod, but using OpenJK as a base, I\m still looking into this.

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