Accurate-Coat8130 Posted April 26 Share Posted April 26 And by his abilities, I mean his ability to grab and throw people around, and to his ability to grab and punch people. I also want to assign the other melee abilities to NPCs too. Link to comment
mrwonko Posted April 28 Share Posted April 28 Judging from the source code, the NPC needs to have the "CLASS_KYLE" class and Spawnflag 1 ("boss") to be able to use kyle's grab attack. Link to comment
Accurate-Coat8130 Posted April 29 Author Share Posted April 29 How do I use OpenJK to mod Jedi Academy? Link to comment
mrwonko Posted April 30 Share Posted April 30 OpenJK is not for modding, it's for playing. I referenced its source code because it works the same as the original Jedi Academy. Here's what I learned from reading the source code: For an NPC to be able to grab, it needs to have class CLASS_KYLE in the .npc file (only Kyle-class NPCs are allowed to grab) use weapon WP_SABER (you have to be a Jedi to be able to grab, and the only way for a Kyle-class NPC to become a Jedi is to wield a lightsaber) have spawnflags 1 enabled (on NPC_Kyle, that is the "Boss" flag. Only the boss version is allowed to grab.) have an animation for BOTH_KYLE_GRAB, and optionally for BOTH_KYLE_PA_1, BOTH_KYLE_PA_3 & BOTH_KYLE_MISS (to be able to successfully grab someone, you need to be in the BOTH_KYLE_GRAB animation. The rest is played during the grab or when it misses, and are technically not required). Note that the player will always play the same reaction animation.) All player models using the _humanoid skeleton have such animations. So you need to write a custom .npc file with the correct class and weapon, use an npc_spawner with spawnflags 1 to spawn it in a map, and it needs to use a model with a grab animation. Spawning it using the console is impossible, as you cannot set spawnflags 1. Link to comment
Accurate-Coat8130 Posted April 30 Author Share Posted April 30 Okay, also, I'm still trying to mod the disruptor rifle's disintegration effect on lightsaber's, it's for a YouTube Poop I want to make. Link to comment
mrwonko Posted May 1 Share Posted May 1 Yeah, I remember that topic, I'll follow up there. Link to comment
Aldro Koon Posted May 4 Share Posted May 4 On 4/30/2024 at 8:16 PM, mrwonko said: OpenJK is not for modding, it's for playing. I referenced its source code because it works the same as the original Jedi Academy. Here's what I learned from reading the source code: For an NPC to be able to grab, it needs to have class CLASS_KYLE in the .npc file (only Kyle-class NPCs are allowed to grab) use weapon WP_SABER (you have to be a Jedi to be able to grab, and the only way for a Kyle-class NPC to become a Jedi is to wield a lightsaber) have spawnflags 1 enabled (on NPC_Kyle, that is the "Boss" flag. Only the boss version is allowed to grab.) have an animation for BOTH_KYLE_GRAB, and optionally for BOTH_KYLE_PA_1, BOTH_KYLE_PA_3 & BOTH_KYLE_MISS (to be able to successfully grab someone, you need to be in the BOTH_KYLE_GRAB animation. The rest is played during the grab or when it misses, and are technically not required). Note that the player will always play the same reaction animation.) All player models using the _humanoid skeleton have such animations. So you need to write a custom .npc file with the correct class and weapon, use an npc_spawner with spawnflags 1 to spawn it in a map, and it needs to use a model with a grab animation. Spawning it using the console is impossible, as you cannot set spawnflags 1. Any chance it's possible to get the grab to work in MP? (JA+ ideally but if not, what about base) Link to comment
mrwonko Posted May 8 Share Posted May 8 No, I think neither base nor JA+ support it, you'd need to code a custom mod. Aldro Koon likes this Link to comment
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