Boothand Posted September 5, 2012 Share Posted September 5, 2012 I've used this site to try to find the command to disable the lightsaber in multiplayer http://www.jediservers.com/help_articles_weapons.asp But it simply doesn't work. Does anyone know if it's even possible to disable the lightsaber? It should be, and I seem to recall having done it before... Link to comment
MagSul Posted September 5, 2012 Share Posted September 5, 2012 add the line: "notInMP 1" to the .sab file. Example: Luke{name "Skywalker"saberType SABER_SINGLEsaberModel "models/weapons2/saber_luke/saber_w.glm"soundOn "sound/weapons/saber/saberon.wav"soundLoop "sound/weapons/saber/saberhum5.wav"soundOff "sound/weapons/saber/saberoff.wav"saberLength 40saberColor greennotInMP 1} EDIT: WAIT. Mis-understood the context there, sorry! @@Caelum Am thinkin' we need a JO Tech Support section. Link to comment
Boothand Posted September 5, 2012 Author Share Posted September 5, 2012 Hehe yeah was just referring to a single console command or something. Link to comment
afi Posted September 6, 2012 Share Posted September 6, 2012 Well at least in JKA it seems to be impossible to have no saber when force powers are active. Link to comment
Boothand Posted September 6, 2012 Author Share Posted September 6, 2012 Force powers are supposed to be disabled as well (which they are), thinking a guns only scenario. Link to comment
Cloud Senatu Posted September 6, 2012 Share Posted September 6, 2012 To my knowledge, the only way it was ever done (At least in JA) was to have a literal Merc match.I can't remember how exactly, but there is a way in JA to make it where its guns-only. I think its in the JA+ mod though. :/ As far as JO is concerned, I've never known it to be possible...but I could be very wrong. Link to comment
afi Posted September 6, 2012 Share Posted September 6, 2012 Oh ye, there is the mode that's called "True Jedi". It's cvar is "g_jediVmerc 1". I'm not sure if it's in JO though. Link to comment
Boothand Posted September 6, 2012 Author Share Posted September 6, 2012 It might theoretically be possible by overwriting basejka (or basejko) .sab files with new ones that have a line sayingnotinmp 1 But I have no idea whether that'll work, and whether it'll break horribly. Does JK2 have .sab files though? (If so, where?) Link to comment
MagSul Posted September 6, 2012 Share Posted September 6, 2012 The closest I found is Assets0.pk3 > Ext_Data > Weapons.dat // WP_SABER{weapontype WP_SABERweaponclass weapon_saberweaponmodel models/weapons2/saber/saber_w.md3weaponIcon gfx/hud/w_icon_lightsaberfiringsound sound/weapons/saber/saberhum1.wavammotype 1ammolowcount 5energypershot 1firetime 100range 8192altenergypershot 3altfiretime 100altrange 8192missilemodel models/weapons2/saber/saber_w.md3} Link to comment
eezstreet Posted September 6, 2012 Share Posted September 6, 2012 JK2 does not have .sab files, they are new to JA.Likewise, weapons.dat does not work in MP, it's SP only. Editing it like that anyway would cause the game to do all kinds of funky things (probably crash when you get into an ATST i'd imagine) The reason that g_weapondisable does not work like it does in JA, is because WP_MELEE does not exist in JK2. What you need to be doing is: g_weaponDisable 4 On top of disabling all of the force powers. Caelum likes this Link to comment
Boothand Posted September 7, 2012 Author Share Posted September 7, 2012 JK2 does not have .sab files, they are new to JA.Likewise, weapons.dat does not work in MP, it's SP only. Editing it like that anyway would cause the game to do all kinds of funky things (probably crash when you get into an ATST i'd imagine) The reason that g_weapondisable does not work like it does in JA, is because WP_MELEE does not exist in JK2. What you need to be doing is: g_weaponDisable 4 On top of disabling all of the force powers. Yeah, it seems like the right thing to do, but it's what I've been doing all the time. g_weapondisable 4 + map_restart (or even a whole map reset) simply "prefers" the blaster, in a way. You spawn with the blaster in the hand, but the saber is still there, and most of the bots prefer sabers. It's just annoying that it's not an option in the Create server section, since it's so enginally (...right?) possible. Link to comment
eezstreet Posted September 7, 2012 Share Posted September 7, 2012 It's possibly to make a server with guns only. It'd require a serverside mod though (not that big of a deal) Link to comment
Boothand Posted September 7, 2012 Author Share Posted September 7, 2012 Ah, well it's not that big of a deal, unless other people as well would like a guns-only concept. Besides, the main motivation for me is mainly because I'm in a place with blocked online gaming for one year, and would like a sort of quake arena-edition of JK2, with guns and bots. Link to comment
eezstreet Posted September 8, 2012 Share Posted September 8, 2012 I would also like the idea of gunplay more in JK2. Of course, I'm also crazy. Link to comment
Akimoto Posted September 8, 2012 Share Posted September 8, 2012 You could attempt to simply remove all lightsaber weapons from the server. Link to comment
Boothand Posted September 8, 2012 Author Share Posted September 8, 2012 You could attempt to simply remove all lightsaber weapons from the server. How? (read: Huuuh?) Link to comment
Akimoto Posted September 8, 2012 Share Posted September 8, 2012 How? (read: Huuuh?) You will have to edit the files that contain weapons (in JK3 it would be, for examle, assets*.pk3), and remove them. I have no idea what kind of effect this would have when you try to run the server though. Link to comment
Boothand Posted September 10, 2012 Author Share Posted September 10, 2012 Removing wp_saber from weapons.dat had no effect. I suspect removing the actual saber recources would just result in a nasty bug/crash. Link to comment
eezstreet Posted September 10, 2012 Share Posted September 10, 2012 You can't edit out the saber in JK2 without a serverside mod. It's not exactly difficult to do though (find all references to WP_SABER in g_client.c and remove any sort of assignment to ent->client->ps.weapon and ent->client->ps.stats[sTAT_WEAPONS]) Link to comment
Boothand Posted September 10, 2012 Author Share Posted September 10, 2012 You can't edit out the saber in JK2 without a serverside mod. It's not exactly difficult to do though (find all references to WP_SABER in g_client.c and remove any sort of assignment to ent->client->ps.weapon and ent->client->ps.stats[sTAT_WEAPONS]) Remove as in, delete the entire line (will mess up the holy coding system I suppose)? if (other->client->ps.stats[sTAT_WEAPONS] & (1 << WP_SABER)) For example, what do I do with this? And where do I put the modified .c file when I'm done? Link to comment
eezstreet Posted September 10, 2012 Share Posted September 10, 2012 that's a conditional, not an assignment. You need to look for stuff like this: ent->client->ps.stats[sTAT_WEAPONS] |= ( 1 << WP_SABER ); and client->ps.weapon = WP_SABER; Also, you can just save the .c file and compile the VM using the MakeAMod.txt readme file. Link to comment
Bactaboy Posted September 11, 2012 Share Posted September 11, 2012 Sorry there does not seem to be a quick and direct way to solve this problem however if you are playing with bots may I suggest you use bots that already use blasters over saber? Stormtroopers (except shadow) bespin officer, rebel etc.. I used to have no force gun only battles in JO all the time, simply don't pull out your saber and it's all good.If you are playing with players and bots might as well get a no saber, or no saber damage mod. Boothand likes this Link to comment
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