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  1. First off ALWAYS check the readme as most mods have some specifics that only apply to them. Most mods of this kind come in a zip archive. if you open them up they usually contain a number of folders generally "base" and a folder with the name of the mod (eg "japlus"). If this is the case here is what you need to do: Right click the zip file and select extract (or extract using your favourite archiver (winrar, 7zip etc)) When asked where to extract to choose your gamedata (not base!) folder (usually [plain]C:\Program Files\Lucas Arts\Jedi Academy\GameData[/plain]) and you are done. If this doesn't work have another look at the readme. Using pk3s with mods (click here for main pk3 tutorial) Each folder within "gamedata" represents a different mod. When you start up the game without any mods, the "base" folder will be loaded, along with any pk3s inside it. When you then change to another mod using the menu or start the game up with a mod, the contents of the mods folder (eg japlus or clanmod) will be loaded, along with any pk3s you have placed in that folder. Regardless of whatever mod you are running, JKA will always also load any pk3s from base. Because there is a limit on the amount of stuff the game can load at once and because of conflicts, it is best to always install things you intend to use with just one mod into that mod's folder rather than base.
  2. What is a PK3? A PK3 (or Pack 3) is a type of file archive (a file containing other files, usually compressed to take up less space) and is essentially the same as a zip folder, just with the extension .pk3. JKA will load files within the gamedata\base (or gamedata\NameOfModYouArePlaying eg japlus) folder as well as the contents of any .pk3 files Basically, they contain much of the files that make up the game as well as most mods (skins, maps etc) you can download. Installing PK3s Find the file and copy it with crtl+c (If you downloaded the PK3, it was probably in a zip file, if so open up the zip and copy the pk3 inside.) Find your base folder. This is usually C:\Program Files\Lucas Arts\Jedi Academy\GameData\base Paste the pk3 into your base folder. If you are using a mod like JA+ or Clanmod you should usually paste into the gamedata\japlus or gamedata\clanmod folder instead of base. You should only use the base folder if you want whatever you are using to work with the base game or with all mods and remember to check the readme for whatever you are installing as some things work differently. Click here for more details about using different mod folders. PK3 Naming JKA always loads PK3s in alphabetical order. If you have too many pk3s added to your base or mod folder sometimes the mods with the earlier name alphabetically wont work properly. This is because the later pk3s alphabetically are effectively loaded over the top of the earlier ones. This also means that if I install two pk3s each containing a file of the same name, one called "file.pk3" the other called "zzzzzzfile.pk3", the version in "zzzzzzfile.pk3" will be used. In short, if you want to make sure that one skin is displayed further up the menu, or that one particular file is defiantly loaded fully, add a ton of "z"s to the front of its name. Opening PK3s Download packscape, winrar, 7zip or any other file archiver that you like to use. Double click a PK3 file to open it. If it asks you what program to use, point it to your choice from above. Alternatively open the archiver you chose and drag the pk3 you want to open into it. If you really don't want to download any programs to do this you can take a pk3 and rename it as a zip. For example if i rename assets1.pk3 to assets1.zip I can then just double click it to open it. Remember to rename it back to a pk3 afterwards if you use this method Editing The Contents of a PK3 You can copy any files you like in or out of the PK3 to edit them and put them back in. You can also delete files or add entirely new ones in the same way as you would when navigating folders on windows. (be sure to click save when you are done if you are using Packscape).
  3. Moved to the wiki
  4. Hydroball is a game in which two teams try to get a ball into each others goal. First to 10 goals wins. Both teams start near their goal, with the ball starting in the centre. Whenever someone scores the ball is immediately put in the centre with no break. To install it, download this http://jediknight3.f...com/file/;69338 (sorry for the jk2files link, we don't have it here yet) and extract it to your gamedata folder. That should give you a hydroball folder containing a hydroball.pk3 and a few text files. Your Moves and Controls Swim around just like in base JKA, aiming with the mouse and using W,A,S,D and your crouch/jump keys to move. The more force you have the faster you go. If you have the ball, your force will go down as you move. Punch with mouse 1 when you don't have the ball. This will slow you down, and your force won't regenerate while you are punching. Punching another player will lower their force and sometimes make them drop the ball. Diving tackle with mouse 2. This uses 50 force, so you wont be much use for a while after doing it. You will fly forwards when you release mouse 2, and can smash into other players. This will knock them over for a moment, and usually makes them drop the ball if they have it. Throw the ball with mouse 1. Hold this down a long time to charge up a big throw. You can also use force push and pull to move players and the ball. Doing so will quickly drain away all your force leaving you useless for some time however. Good Tactics Some people like to assign set player positions, others like to switch around as the game goes on, either method works well, so I wont list positions and how to play each role, I will give you a general overview of what you need to do as a team to win a game of Hydroball. Hold The Centre At All Costs Whenever either team scores, the ball immediately returns to the centre. If you go on the offensive, bringing your entire team to the enemy goal, the moment you score the enemy may already have someone waiting at the centre, and can often immediately score, sometimes several times in a row. For this reason, you should always keep at least one player in the centre to get the ball, or stop the enemy from getting it. Getting The Ball When the enemy has the ball, the nearest player with enough force to catch him should chase him and use a tackle to make him drop the ball. Now, ideally, a second player on your team with more force should get the ball and get it out of there. If no one else is to hand get the ball, and get rid of it as soon as you can. You wont have enough force to do much with it yourself, and the player you just tackled will no doubt try to tackle you back, so throw it to the nearest team-mate. Scoring With The Ball Now that you have the ball, you will loose force as you move, making you slow down quite quickly. If you try and swim too far with the ball, other faster players will tackle you easily. As soon as you get the ball: -If you are near enough, and no enemy is near enough to tackle you while you charge up, take a shot at goal. -If you are too far away, pass to the player nearest the goal who isn't surrounded by enemies. -If you are about to get tackled, pass to the nearest other player, even if he is behind you. If you pass backward, your team-mate can probably pass forward again before anyone can reach him, so this is far better than getting tackled. -If you are the closest player to the enemy goal, and don't have time to score, try to pass to an ally behind you, if that isn't an option, throw the ball forward as far as you can, and hope an ally gets to it first. Getting Into Position After throwing the ball or getting tackled, you are probably low on force and wont be much use for a moment. While your force increases, get into a useful position: -If no one is guarding centre, go straight there, this way, regardless who scores, you can get an easy goal, or prevent your enemy getting one. -If your allies are going for goal ahead of you, get in position to get the ball back if your team drops it. -If your allies have the ball and are behind you, get in a good place to receive the ball and score. -If the enemy has the ball and you are near your goal, position yourself to tackle anyone they might pass to, or to tackle them if they come your way. -If the enemy has the ball and you are near their goal, you probably wont be of much use getting it back, so position yourself to receive the ball and score if your team gets it. Obviously, be intelligent, and spread your team out throughout the arena. If you just all get into a massive scrum around the ball, you wont achieve anything. Defending Your Goal For the most part, if someone takes a good shot at your goal, you cant really stop them, as the ball goes too fast. Your only real chance is to use force push on the ball as it approaches you. Usually, you are far better off going after the man with the ball than trying to block the ball as he throws it. As such, if you want to assign a goal keeper, you are usually better off having a defender, who stays back keeping his force high, and can quickly take out anyone who is about to score. Hope this helps you all.
  5. First off, you need a Search and Destroy map in your base folder. Here is one: http://jkhub.org/fil...tooine-streets/ How to play: There are two teams. Attackers and Defenders. When you join a team, you will spawn in a weapons room. There will be two rows of guns, and one row of explosives: Select one weapon from each row, you will be pushed away if you try to take more. Once the teams are ready, someone can push a button at the exit of the spawn room which will trigger the start of the match. The gates will open and you will be able to enter the map. A timer will count down from two minutes: If you die, you are out until the end of the round. In a properly set up server, you will have no force other than heal, which you can use to regenerate your health between fire-fights. If either team are all killed, the other team wins. If the timer runs out Defenders win. The Attackers must go to one of two bomb sites and hold down use to arm a bomb. The Defenders should try to prevent them doing this until time runs out. A bomb site If the Attackers manage to arm a bomb a new 45 second timer will appear: If time runs out, the bomb explodes violently, and Defenders loose. If the Defenders die they loose. The Defenders must attempt to defuse the bomb by holding down use. If they do this, they win. If the Attackers are all killed, the defenders must still defuse the bomb to win. At the end of a round, all players are returned to their spawn room, and there is a 30 second delay before the next round begins. I suggest that during the intermission, the teams switch, so that they have to play both as Attackers and Defenders. I suggest you play best of three rounds (first team to win twice) or best of five (first team to win three rounds) per match, switching teams every round. That's all there is to it! Hosting a Game of Search and Destroy: Search and Destroy MUST be run within the capture the flag gametype, or it will not work. To set your server to capture the flag, put this command into either your server cfg, or into rcon: seta g_gametype 8 To enable weapons and set up force correctly so that only heal is available, and force regenerates at the right speed, use these lines in your cfg: seta g_weaponDisable 0 seta g_maxForceRank 7 seta g_forceRegenTime "150" seta g_forcePowerDisable "262142" I recommend the use of clanmod on your server (your players don't need to install it, but can if they wish) this will allow you to have much more dangerous guns, and to remove the lightsaber (to stop all the bullets getting deflected). Once you have clanmod installed, go to gamedata/clanmod and open the file called "damages.cfg" (create it with notepad if it doesn't exist), delete everything in it and paste these lines into it: /////////////////////////////////////////////////////////////////////// //CUSTOM SABER DAMAGES set g_saberLocking "1" set g_saberLockFactor "2" set g_locationBasedDamage "0" set g_saberTraceSaberFirst "0" set cm_customSaberDmgs "0" //Change this to 1 to use saber damages below set g_mSaberDMGTwirl "10" set g_mSaberDMGKick "2" set g_mSaberDMGDualKata "90" set g_mSaberDMGStaffKataMin "60" set g_mSaberDMGStaffKataMax "70" set g_mSaberDMGMultiMin "2" set g_mSaberDMGMultiMax "70" set g_mSaberDMGSpecialMin "2" set g_mSaberDMGSpecialMax "90" set g_mSaberDMGRedNormal "100" set g_mSaberDMGRedNormalMin "2" set g_mSaberDMGRedNormalMax "120" set g_mSaberDMGRedDFAMin "2" set g_mSaberDMGRedDFAMax "180" set g_mSaberDMGRedBackMin "2" set g_mSaberDMGRedBackMax "30" set g_mSaberDMGYellowNormal "60" set g_mSaberDMGYellowOverheadMin "2" set g_mSaberDMGYellowOverheadMax "80" set g_mSaberDMGYellowBackMin "2" set g_mSaberDMGYellowBackMax "25" set g_mSaberDMGBlueNormal "35" set g_mSaberDMGBlueLungeMin "2" set g_mSaberDMGBlueLungeMax "30" set g_mSaberDMGBlueBackMin "2" set g_mSaberDMGBlueBackMax "30" /////////////////////////////////////////////////////////////////////// //CUSTOM WEAPON DAMAGES set cm_E11_BLASTER_DAMAGE "70" set cm_E11_BLASTER_VELOCITY "9001" set cm_DISRUPTOR_MAIN_DAMAGE "100" set cm_DISRUPTOR_ALT_DAMAGE "200" set cm_BOWCASTER_DAMAGE "160" set cm_BOWCASTER_VELOCITY "6500" set cm_REPEATER_DAMAGE "60" set cm_REPEATER_ALT_DAMAGE "50" set cm_REPEATER_SPLASH_DAMAGE "30" set cm_REPEATER_VELOCITY "9001" set cm_DEMP2_DAMAGE "120" set cm_DEMP2_ALT_DAMAGE "16" set cm_DEMP2_VELOCITY "2000" set cm_FLECHETTE_DAMAGE "35" set cm_FLECHETTE_ALT_DAMAGE "60" set cm_FLECHETTE_VELOCITY "6000" set cm_ROCKET_DAMAGE "150" set cm_ROCKET_SPLASH_DAMAGE "100" set cm_ROCKET_VELOCITY "2000" set cm_CONCUSION_DAMAGE "150" set cm_CONCUSION_SPLASH_DAMAGE "80" set cm_CONCUSION_ALT_DAMAGE "200" set cm_CONCUSION_VELOCITY "3000" set cm_STUN_BATON_DAMAGE "200" set cm_MELEE_SWING1_DAMAGE "200" set cm_MELEE_SWING2_DAMAGE "9001" set cm_THERMAL_DETONATOR_DAMAGE "999" set cm_THERMAL_DETONATOR_ALT_DAMAGE "999" set cm_THERMAL_DETONATOR_VELOCITY "1000" set cm_TRIP_MINE_DAMAGE "9999" set cm_DET_PACK_DAMAGE "999" set cm_DET_PACK_SPLASH_DAMAGE "999" set cm_BRYAR_PISTOL_DAMAGE "20" set cm_BRYAR_PISTOL_VELOCITY "9001" /////////////////////////////////////////////////////////////////////// Then save the file. This will give you the improved gun damages and projectile velocities. Also look near the bottom of your server.cfg and check there is a line: exec damages.cfg If there isn't, add it just before where you start the map and the very bottom of the server.cfg. Also look for the line set cm_starting_weapons "1" and set it to "1" if it isn't already. If the line isn't there, simply copy it into your server.cfg. All you need to do now is start up the map using the map command eg: map SD_Tatooine You can either place this at the bottom of your server.cfg, or by typing it into rcon.
  6. Sometimes when you start up JKA you get the error "VM_Create on UI failed" and instead of starting up JKA you will get this console: Solutions If you are running Windows 7 or 10, you need to give JKA administrative privileges. The easiest way to achieve this is to disable User Account Control. To do this, go to the "User Accounts" page within the control panel and select "Turn User Account Control on or off". If for some mad reason you wish not to do this, find where you installed jka (usually C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\gamedata) and right click "jamp.exe" (or if you are playing Single Player, jasp.exe) and choose properties. On the "Compatibility" tab tick "Run this program as an administrator". The usual cause if you aren't running Windows 7 or 10, is that you still have a Jedi Academy process running. (this sometimes happens if jka fails to close correctly) To fix it open up the task manager by right clicking on a blank part of your task bar: and end every "jamp.exe" or "jasp.exe" process you can see:
  7. To set a key to a command: Type: /bind [key] [command name] into the console and press enter eg: /bind k kill would make your character die whenever you press your K button. To bind multiple commands to a key: /bind [key] "[command 1];[command 2]" (you must put double quotes around multiple commands when binding) To see all your current key bindings: /bindlist eg: /bind x "kill;say I JUST CANT TAKE IT ANYMORE" to kill yourself and then scream about the horror of life. Keys Most keys are just the name of the button (eg "a" or "." or "[" or "shift") with these exceptions: semicolon backspace The NumPad: kp_slash kp_star kp_minus kp_plus kp_enter kp_del kp_ins kp_end kp_downarrow kp_pgdn kp_leftarrow kp_5 kp_rightarrow kp_home kp_uparrow kp_pgup Click here for a list of all commands which can be bound, which someone has obviously already made
  8. There is a great deal of information that can be displayed in jka by setting a few cvars to 1: Open notepad or some other text editor like notepad++ Copy the following into it: //Display the lagometer (graph which shows how good your connection to the server is) cg_lagometer 1 //Display your Frames per second Counter cg_drawfps 1 //display the round timer cg_drawtimer 1 //display the radar in team games and vehicles cg_drawradar 1 //display your team mates' HP and locations in team games. cg_drawteamoverlay 1 Click save as select "save as type:" "all files(*.*)" type a name and add .cfg to the end. (eg display.cfg) Start jka and open the console type /exec [your file name] (eg /exec display) To disable any of the displays we have added, simply change the 1 to a 0 and re-save and exec the file. You can also manually type each line into the console rather than using a cfg file (eg /cg_drawfps 1 in the console to turn on the fps meter)
  9. Simply type: /cg_deferplayers 0 into the console, or add it to a .cfg file and exec it. Alternatively, you can find this option in the menu under Setup > Game Options > Defer Player Models: On/Off There is a reason that this is not set like this normally; the game lags for a second when the new model is loaded and whenever a player connects, so I don't recommend using this if you are playing a match, but for normal play, the occasional small lag spike isn't really a problem. To undo this, just set it back to 1.
  10. VSTRs (Variable Strings) are a neat little way of assigning a command (or group of commands) a name which you can enter to use. For example: /set haddock say I like haddock sets a vstr called haddock that makes the user say "I like haddock" on use. The format is: /set [vstrname] [command(s)] To use a vstr: /vstr [vstr name] eg /vstr haddock It is important to note that JKA tends not to remember vstrs between sessions, so if you want to save them, create a cfg. A few things you can do with vstrs You can bind a vstr to a key: /bind x vstr haddock You can even make a vstr with multiple commands just like in a bind: /set spam "say I hate white people;wait 200;say lololololololollololoollollol" would make you say "I hate white people" and then say "lolololololololololo" after a short delay whenever you type /vstr spam Make a vstr that changes what it does (useful for a number of advanced things): /set haddock "say hi;set haddock say no you" the first time you /vstr haddock it will make you say "hi" the second time you will say "no you" Vstr uses with servers You can set up vstrs in your server cfg or in other configs. These can be used via rcon to quickly do things with one command. Additionally there is an admin command in japlus (and I think in some other mods) "amvstr" which can be used by admins to make the server run vstrs. This means that server admins can effectively give their admins access to some specific commands that they have set with server side vstrs, without needing to give them rcon access. Making A Command Selection Cycle: You know the force selection on Q E and F? Imagine if you could do that, but instead of selecting force powers you could select from a list of commands you pre-set in a config. Here's how to do it. Go to base and create a new text file. Rename it to cycle.cfg (or anything else you want.cfg) Open it in notepad or any other text editor First lets set up the keys: Choose a random name for your cycle. I will go with "cycle" for simplicity. Type: bind [ vstr cycleprev bind ] vstr cyclenext bind enter vstr cycle You can replace "[", "]" and "enter" with you choice of previous, next and use keys (like Q, E and F) Now get a list of all the commands you want to be selectable. Here is my example list: cg_draw2d 0 cg_draw2d 1 saber single_4 saber single_4 single_6 (you can have way more than 4 commands (any number in fact) i just used 4 for simplicity) Now here is the hard part you need to make a load of vstrs, one for each command in this format: seta cycle2 "set cycle [command 2];set cycleprev cycle1;set cyclenext cycle3;echo Message" For cycle1 you need the "set cycleprev" to name the last cycle and for the last cycle entry you need "set cyclenext cycle1" Example: seta cycle1 "set cycle cg_draw2d 0;set cycleprev cycle4;set cyclenext cycle2;echo Hide Hud" seta cycle2 "set cycle cg_draw2d 1;set cycleprev cycle1;set cyclenext cycle3;echo Show Hud" seta cycle3 "set cycle saber single_4;set cycleprev cycle2;set cyclenext cycle4;echo Single Saber" seta cycle4 "set cycle saber single_4 single_6;set cycleprev cycle3;set cyclenext cycle1;echo Dual Sabers" Finally you need to set the default setting: "set cycle [command 1];set cycleprev cycle4;set cyclenext cycle2" here is the full example file: bind [ vstr cycleprev bind ] vstr cyclenext bind enter vstr cycle seta cycle1 "set cycle cg_draw2d 0;set cycleprev cycle4;set cyclenext cycle2;echo Hide Hud" seta cycle2 "set cycle cg_draw2d 1;set cycleprev cycle1;set cyclenext cycle3;echo Show Hud" seta cycle3 "set cycle saber single_4;set cycleprev cycle2;set cyclenext cycle4;echo Single Saber" seta cycle4 "set cycle saber single_4 single_6;set cycleprev cycle3;set cyclenext cycle1;echo Dual Sabers" "set cycle cg_draw2d 0;set cycleprev cycle4;set cyclenext cycle2" To activate it, go in game and type /exec cycle into the console. The game should now remember the cycle for good. If it stops working simply type /exec cycle again.
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