Darth Shaxx Posted February 2, 2016 Share Posted February 2, 2016 Does anyone know how to fix the s3 clone DC-15 rifle? Every time the blasts get deflected it turns back to red and not the initial blue that it fires out. http://mrwonko.de/jk3files/Jedi%20Academy/Models/Weapons/Guns/71840/ Thats the mod if you don't know what I'm talking about Link to comment
Stoiss Posted February 2, 2016 Share Posted February 2, 2016 looks like your little mod not have the deflected efx file for it Link to comment
Darth Shaxx Posted February 2, 2016 Author Share Posted February 2, 2016 looks like your little mod not have the deflected efx file for itwhat does that mean? is there anyway for me to fix it without experiance or it cant be fixed? sorry for the noobish questions Link to comment
Stoiss Posted February 2, 2016 Share Posted February 2, 2016 it can be fixed if you can find a blue "blaster/deflect" file for your assets and change it from the default deflect one to a blue one deflect edit: okay here is what you can do it pretty easy and may be your first edit to the files.in that file the gun is in. open it with winrar or winzip or what you use. and go in to effects/blaster and copy the projectile.efx and rename it to deflect and put it back in to the same folder you tolk the projectile.efx file from and try that Langerd likes this Link to comment
Darth Shaxx Posted February 3, 2016 Author Share Posted February 3, 2016 it can be fixed if you can find a blue "blaster/deflect" file for your assets and change it from the default deflect one to a blue one deflect edit: okay here is what you can do it pretty easy and may be your first edit to the files.in that file the gun is in. open it with winrar or winzip or what you use. and go in to effects/blaster and copy the projectile.efx and rename it to deflect and put it back in to the same folder you tolk the projectile.efx file from and try thatI did what you said now it shoots red shots and deflects blue shots Link to comment
Stoiss Posted February 3, 2016 Share Posted February 3, 2016 hm you still have the original proj file in there also right ?is this for mp or sp ? Link to comment
Darth Shaxx Posted February 4, 2016 Author Share Posted February 4, 2016 hm you still have the original proj file in there also right ?is this for mp or sp ? SPYes I have the original proj file in there Link to comment
Asgarath83 Posted February 4, 2016 Share Posted February 4, 2016 i think we get a problem in commons.i got also on my mod that issue and i solved with an escamotage... disabling the deflecting of saber into the code... o_o well, my mod is a fantasy mod, so this is okay. a saber\shield can parry projectiles, but not deflect but for a starwars mod this is not much fine.basically, on my code, i hacked the muzzleflash, projectile, impact and fleshimpact effect: is different at second of the Shooter class. so if CLASS_LUKE use blaster, it make a different efx that the blaster of default.problem was the same: when someone with saber \ sword deflects the projectile, it turn on the default efx.again i not know how to fix this. this happened also to customized classes rockets, when they are pushed away by force push.o_oand i work directly on code. o_o also, my edit get some unpredictable effect: bounce function crash. so when a projectile hit a surface with forcefield parm, a shield of assassin_droid, or is a flechette or bowcaster shoot it crash. o_oalso, for me, SP client.A little hint for that: into sp code, the deflecting and physical of projectiles are setted on game/g_missile.cpp Link to comment
Langerd Posted February 4, 2016 Share Posted February 4, 2016 I believ there is effect for blaster called npc shot. Dont remember about other weapons.. when i was changing the bkaster bolt effect i was confused when i was shooting at stormies with fireballs but they used blasters.. Dunno about code though maybe there is kinda option to change the reflected efxSome files dont make sense in jk3. In many assets of the game there is a competely mess :/ Link to comment
Asgarath83 Posted February 4, 2016 Share Posted February 4, 2016 assest files interact with code. without knowing code structure is hard :\ i not again understand why there are shot and npcshot, too, and i know how is the code. o_othe problem of code is that is hard to dive. because functions of each weapons \ force powers, etc are ever scattered into more files. it's not easy to searching exaclty what you need. also, there are a lot of bad dependances. edit one thing can cause unpredictable crash and effects. :| Link to comment
Stoiss Posted February 4, 2016 Share Posted February 4, 2016 @@Asgarath83 you work more with the sp code then i do does sp use this ?blaster/deflect efx file on wp_blaster ? Link to comment
Langerd Posted February 4, 2016 Share Posted February 4, 2016 assest files interact with code. without knowing code structure is hard :\ i not again understand why there are shot and npcshot, too, and i know how is the code. o_othe problem of code is that is hard to dive. because functions of each weapons \ force powers, etc are ever scattered into more files. it's not easy to searching exaclty what you need. also, there are a lot of bad dependances. edit one thing can cause unpredictable crash and effects. :|Shieeeet... This sounds rly hard then :C Link to comment
Asgarath83 Posted February 4, 2016 Share Posted February 4, 2016 Shieeeet... This sounds rly hard then :C@ Landerd yes, it's pretty hard. example:Mp code : a force power is programmed into w_force.cSP code: a force power is programmed into WP_saber.cpp, with lightsaber code together,... but NOT ever... for example, the visual aurea effect of FP_PROECT AND ABSORB, strangely is setted on cg_players.cpp >.< that's is just an example. i added force fall cde and it work, but when my character (only player not NPC) fall by HIGH cliff, game crash on impact with land.another stupid crash: when i pusn someone that shooting me with disruptor, or when a projectile bounce again a surface with forcefield surfaceparm in this shader. and i not touch ANYTHING of shaders >.< and edit g_missile.cpp related to impact with forcefield not fix the crash.that's is only some little example.i tryed with debug, but the debug exe crash ever on startup >.<so i need to going crazy to manually search in my code the origin of errors <.< @@Stoiss Nope. it's here.g_missile.cpp void G_MissileBounceEffect( gentity_t *ent, vec3_t org, vec3_t dir, qboolean hitWorld ) { //FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect switch( ent->s.weapon ) { case WP_BOWCASTER: if ( hitWorld ) { G_PlayEffect( "bowcaster/bounce_wall", org, dir ); } else { G_PlayEffect( "bowcaster/deflect", ent->currentOrigin, dir ); } break; case WP_BLASTER: case WP_BRYAR_PISTOL: case WP_BLASTER_PISTOL: G_PlayEffect( "blaster/deflect", ent->currentOrigin, dir ); break; default: { gentity_t *tent = G_TempEntity( org, EV_GRENADE_BOUNCE ); VectorCopy( dir, tent->pos1 ); tent->s.weapon = ent->s.weapon; } break; } } and is registered on cg_weapons.cpp case WP_BLASTER: cgs.effects.blasterShotEffect = theFxScheduler.RegisterEffect( "blaster/shot" ); theFxScheduler.RegisterEffect( "blaster/NPCshot" ); // cgs.effects.blasterOverchargeEffect = theFxScheduler.RegisterEffect( "blaster/overcharge" ); cgs.effects.blasterWallImpactEffect = theFxScheduler.RegisterEffect( "blaster/wall_impact" ); cgs.effects.blasterFleshImpactEffect = theFxScheduler.RegisterEffect( "blaster/flesh_impact" ); theFxScheduler.RegisterEffect( "blaster/deflect" ); theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side break; yhowever, g_missile.cpp i think is the key for my dilemma and for dilemma of @ it coded also saber defense deflections. Link to comment
Stoiss Posted February 4, 2016 Share Posted February 4, 2016 then it should also work from what i can see. as for what i can understand from this the blaster shoot red and deflect blue nowthen it sounds to me the projectile.efx files is missing you need to still have this files in there also but make a copy of it and call it deflect then it should deflect as a blue line and not red Link to comment
Asgarath83 Posted February 4, 2016 Share Posted February 4, 2016 then it should also work from what i can see. as for what i can understand from this the blaster shoot red and deflect blue nowthen it sounds to me the projectile.efx files is missing you need to still have this files in there also but make a copy of it and call it deflect then it should deflect as a blue line and not red This can really works? D: because some weapons not use projectile.efx i see that pk3 file contain this efx file, but blaster rifle not use projectiles.efx like repeater. is possible to check that on FX file of blaster and repeater inside the code, cg_media register they function and cg_weapons.cpp assign to the function they effects.@ try to replace the shot.efx of the pk3 with a copy of projectile.efx that you find into pk3. rename it to shot.efxalso, put another copy renamed to npcshot.efx... should be work. D: Link to comment
Darth Shaxx Posted February 5, 2016 Author Share Posted February 5, 2016 This can really works? D: because some weapons not use projectile.efx i see that pk3 file contain this efx file, but blaster rifle not use projectiles.efx like repeater. is possible to check that on FX file of blaster and repeater inside the code, cg_media register they function and cg_weapons.cpp assign to the function they effects.@ try to replace the shot.efx of the pk3 with a copy of projectile.efx that you find into pk3. rename it to shot.efxalso, put another copy renamed to npcshot.efx... should be work. D:Do you need a link to the mod to understand it? I'm practically new to modding but I'm learning. Link to comment
Asgarath83 Posted February 5, 2016 Share Posted February 5, 2016 Do you need a link to the mod to understand it? I'm practically new to modding but I'm learning. Nope, i watched the pk3. simply i am wondering that WP_BLASTER read projectile.efx file. D: Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now