

Ramikad
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NumberWan liked a reply to a status update: Just a thought: what happened to the last Reborn in the end of JO ? In a cutscene he
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bigphil2695 liked a post in a topic: NPCs that grapple like Kyle_boss
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I wonder if an NPC playing that animation through script does the trick - I know at least a few animations cause actual effects, like a few kicks and cartwheels, maybe it also works with Kyle's moves.
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NumberWan liked a reply to a status update: Just a thought: what happened to the last Reborn in the end of JO ? In a cutscene he
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fullkevlar liked a post in a topic: Can you script an NPC to attack funcbreakables?
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Droidy365 liked a post in a topic: Can you script an NPC to attack funcbreakables?
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Can you script an NPC to attack funcbreakables?
Ramikad replied to fullkevlar's topic in Modding Assistance
I think (but I'm not 100% sure) that you can set a deathscript to the func_breakable to remove (through script) the NPC: //(BHVD) remove ( "NPC targetname" ); -
Jeff liked a post in a topic: Jeff's never ending WIP's
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Yes, but not necessarily all bones have to be weighted. He probably just weighted the whole heads to the cranium bone, without specifically weighting the lips to the various lip and jaw bones.
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sndwav liked a post in a topic: Basic ICARUS Fundamentals I seem to be Missing
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Can anyone help me figure out this console command?
Ramikad replied to Hobo King's topic in Jedi Knight General Discussions
Most likely, the weapon command without anything after it is considered the same as weapon 0, and that, as you said, puts away your weapon - pretty much like at the beginning of t2_dpred. After you put away your weapon, you should give yourself weapon_scepter: it's not enough to type weapon_scepter. With no weapon currently selected, it should automatically switch to the Scepter of Ragnos, which is basically a glorified sniper rifle. To summarize: weapon (or weapon 0), then give weapon_scepter. -
Could be a weighing problem. Try selecting the skeleton_root, then enter Pose Mode, and try posing your model - it could give you hints on what exactly needs fixing.
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Ramikad liked a status update: Wishing all of you a Very Happy New Year. I hope 2021 brings you all the very best it
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bigphil2695 liked a post in a topic: Nulifying Force Lightning on a posed NPC
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Back of Head Missing in-game (Help for a new person)
Ramikad replied to Razuun's topic in Modding Assistance
Yes, then put the .shader file in a shaders folder. So you should have this in the .pk3: <Filename>.pk3 - models - players -jacensolo -<assets> - shaders - <shadername>.shader -
NAB622 liked a post in a topic: Nulifying Force Lightning on a posed NPC
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MagSul liked a post in a topic: Nulifying Force Lightning on a posed NPC
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Ramikad liked a post in a topic: Nulifying Force Lightning on a posed NPC
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You're welcome!
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Cutscene for multiplayer and converting and ASE model
Ramikad replied to fullkevlar's topic in Modding Assistance
No, you did everything correctly, so that script command doesn't affect brushes. At this point I'd move it out of sight with a very fast MOVE command, then move it back to be visible after those 3 seconds. -
This: //(BHVD) set ( /*@SET_TYPES*/ "SET_NO_FORCE", /*@BOOL_TYPES*/ "true" ); should do it.
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Cutscene for multiplayer and converting and ASE model
Ramikad replied to fullkevlar's topic in Modding Assistance
1. Not sure if it's possible - try rotating twice, first at -90 and then to -180. 2. If it works, then it definitely is a solution. 3. You can either spawn it and hide it somewhere, and move it back when it has to be seen, or you can try a script with a convenient: //(BHVD) set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" ); It should work on brushes too, if I remember correctly. You can set it to false at the start of the moving script, when you want it to be seen again. -
Metro: Last Light Redux is free on GOG until January 1st, 2021, 2 PM UTC.
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It's more a matter of time than participation, from what I understand. The two-months time frame you picked for the Mandalorian contest will probably draw more participants.
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Ramikad liked a post in a topic: Random development screenshots.
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Seven: Enhanced Edition is free on Humble Bundle while supplies last, or until December 9, 2020 at 10:00:00 AM PST.