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Ramikad

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Everything posted by Ramikad

  1. I don't know what you could be doing wrong, but I just tried with a func_rotating and a func_usable and it stopped / started without problems. To be more precise it stops and gets back to the original angles. Perhaps that's a hint.
  2. I love this, it gives me a Deus Ex 2 vibe.
  3. I seem to remember eezstreet has an older versions of the MB2 code, although it's not in a good state. He quickly checked that code once on IRC and ended up with a list of bugs and flaws, one of which he reported right away on their forums.
  4. Nope, it's his style. His original DF2 in-game appearance also shows that detail.
  5. It's his style.
  6. You could try switching to Metric units (Scene -> Units -> Metric) and use the Ruler (Greaser Pencil -> Ruler / Protractor). Here's a tutorial about Ruler and Protractor.
  7. So who's gonna get kidnapped and carbonite-frozen to be rescued in Episode IX?
  8. In the end anyone with a minimum of perception will see, clicking on the link to the mod, that it's not made or uploaded by him. Though it could do without the typo, intentional or not. The advice of the other members stands.
  9. What? A deathscript runs when the target health reaches 1? That's technically still alive in my book If that is the case, then it should be enough to set the player undying, set the player's deathscript as the end duel commands and then clear it out once the duel finishes.
  10. You could set up a script like this one: //(BHVD) affect ( "Player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_UNDYING", "DEFAULT" ); if ( $get( FLOAT, "SET_HEALTH")$, $=$, $1$ ) { run ( "end_duel" ); } } as that NPC attackscript, so it is called with a certain constancy. Basically it will check on the player's health every time the NPC attacks, and when the player's health hits 1, all the scripts needed for the duel to end are executed.
  11. Actually it does have a .md3 importer and exporter, I seem to remember from mrwonko. However I think it's on some other site and not uploaded up here on the Hub, and not included in the Blender JA tools here.
  12. Sorta reminds me of the Skaal village in northern Solstheim. Very atmospheric.
  13. Make sure that r_fullbright is set to 0 in-game.
  14. Sort of. I did that a long time ago, in an attempt to make enemies more dynamic, basically "playing" with the distance from the player, but it works well enough for melee enemies, setting their behavior to BS_FOLLOW_LEADER, setting the leader to Player, and setting the distance to 0 or 1 units. Basically it will stick to you like a barnacle, and if you force him to attack frequently it's death incarnate
  15. Isn't it impossible to scale a misc_bsp, at least in base JA?
  16. If you want to force them to chase you, you can set the player as their leader, set the appropriate behavior and follow distance through script. It's a bit of a hack, but works.
  17. Not an expert or anything, but if it is possible, this might be a good starting point. In my opinion however it would be more convenient to recreate the specific animations than to convert them.
  18. Having a bad memory isn't too bad in some cases, because the hundredth time you play Jedi Academy will be like the first time!
  19. Set a decently high distancecull value to the worldspawn.
  20. True, no Defel around, although there are some old werewolf models that could serve as a base for it. Defels are essentially shadowy werewolves anyway A Defel character IMO should also be only available as a reward of some sorts, as it would be too convenient to place him in a dark corner and take care of all the enemies unseen. As for the Noghri, it depends. Honoghr had some technical stations and spaceports where repairs could be made, so they did have some understanding of technology, but from the books it looks like they didn't have too complex biological or chemistry scientifical notions. And if we want to keep it in line with the way Noghri names generally go, a more fitting name would be Xanathe (Xanath? Their names generally don't end with vowels) of clan Bulth'ner.
  21. They actually half-work: you can put the ladder brush in-game, you can approach it and start climbing, but it will crash in a matter of moments.
  22. Not sure if it would work, but you could try to put a func_usable or trigger_multiple and link it to a weapon spawn. It seems to work with health and shield power-ups, so it might not work for weapons, but it's worth a try.
  23. A Defel, perhaps? They are nearly invisible in shadowy areas, and could have some use for stealth missions.
  24. Yep, as far as I know you can just input any and all console command like that. Found out this solution a long time ago in the comment section of a tutorial here on the Hub, while looking for a way to change weather.
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