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Ramikad

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Everything posted by Ramikad

  1. In the name of Xmas and for the sake of getting drunk
  2. Can be done. As far as I remember, the AT-ST only appears in very few levels: Level 6: Into the Dark Palace - There's at least one wandering around on the catwalks, and another one (it may be 2 at higher difficulty) on an elevator that lifts it up on the catwalk. Level 13: The Lost Planet of the Jedi - As far as I remember, there's just one near the end of the level, in a completely open arena-like area. Level 18: Descent Into the Valley - The only one in the level is once again at the end, in an underground chamber, once again an open arena-like big room.
  3. http://s17.postimg.org/mwpur6ojy/Carbon_Freeze_Vane_marks.jpg I marked the places where they duel. 1 is obviously the Carbon Freezing Chamber, the first part of the duel. 2, along with the marks indicating the gray, rounded hallway with lights and the window nearby is where Vader gains the upper hand, Force Throwing crates and stuff at Luke. 3 is the hallway you mention, where Vader surprises Luke that came looking for him. And ultimately 4 is where Vader is victorious, cutting off Luke's hand. I checked the scene a few times and overall it seems a quite plausible reconstruction of the set.
  4. Dynamic lights? They look like Flares to me. You can find them in textures/flares.
  5. Apparently the destination map _lightmapscale is copied in the new brush.
  6. Nice! And in case you're interested, roaming around the internet I found this: http://1.bp.blogspot.com/_ye6wr06YobU/S4PAesr5hFI/AAAAAAAABaE/Uc5e7JQrpD8/s1600/Carbon%2BFreeze%2BVane.jpg
  7. Yeah... it almost feels to me that it's ported directly from Mysteries of the Sith. The slight FOV changes that simulate the underwater effect, the color... Would have been awesome if any type of water could have its own underwater effect code in the shader file.
  8. Do misc_model_statics support more than 1 lod? I tried with as many as 3 (plus the original) and it didn't work.
  9. To resolve this type /devmapall <map name>, or if already in a map, /helpusobi 1, then the saber color command above.
  10. Rosh deserved that much.
  11. Yes, I believe it can be done that way, but it's not quite the same. Also, it will need more scripting to turn off the slain body parts, otherwise we're going to have 4 feet, 6 hands, 2 heads...
  12. Unfortunately I don't think it's possible, at least without code modifications. As far as I know there's no way to script a fx_runner to run exactly in those positions, and no kind of dismembering emits any effect.
  13. Jedi Outcast already came with first person view lightsaber.
  14. Apparently it is. More precisely, it all seems to be in gfx/effects/sabers/, including the shorter saber trails.
  15. /viewpos /setviewpos <X - West-East> <Y - North-South> <Z - Height> <Angle> sets the position and angle instead.
  16. Haven't heard of any MB2 "Conversion Pack", but in case you have to do it yourself, apparently, the blade effects in MB2 are in the MBAssets2.pk3. I checked an old version though, so I could be wrong about it. About the physics, if you mean the sabers bouncing on the walls it can be done editing the .sab files, adding the line bounceOnWalls 1. Additionally, the .sab files are in the MBHilts.pk3 - again, checked on an old version, so I could be wrong. It doesn't make the single-player lightsabers bouncing on walls though.
  17. Nice work! I'm not sure if it would work, but if you feel heroic you could try and "cheat" the Radiant putting a part of the map as a misc_bsp. Not sure if it will count the entities within the misc_bsp towards the limit, though.
  18. Not yet... first it needs a blood effect triggered by the trigger_multiple
  19. A bunch: Blender, 3DSMax, even the good old Milkshape 3D to name a few.
  20. Maybe it is possible. For example, you can make an empty script, and set that enemy's deathscript to the empty one (let's call it "none.IBI", for explanation purposes). You place the emplaced gun, and around it (where the player supposedly is when operating the turret), a trigger_multiple (set "wait" to "0.2" - not sure if it actually accepts float numbers - so it triggers every 0.2 seconds, and tick fire_button) tied to a target_scriptrunner, that runs a script that selects the enemy, changes his deathscript to "dismember.IBI", AND, after 0.3 seconds (so, WAIT set to 300), changes the deathscript back to "none.IBI". This way, the trigger will be constantly active ONLY when firing the turret, and it will have too little time to revert the deathscript back to nothing, causing the enemy to explode upon death. If you leave the turret and shoot him down, he should die normally then (that is, if the trigger_multiple is set in the correct position so that the player has to be using the turret to trigger it).
  21. An eventual MOTS mod could use this as well, for the "exploding" mummies in the Sith Temple.
  22. Should've been a submission for Halloween
  23. Really nice! I've always wanted to see a new Rancor model - the Base JA model... seems strange, somehow. I feel that it lacks that scary look from the movie. Though, I read you haven't touched the hands, but Rancors have 4 fingers, as far as I know.
  24. You can target the trigger_multiple to a target_scriptrunner (tick the runonactivator flag, so the "dismembering" will occur on anyone who activates it, and set count to -1 to make it run infinitely), that runs a script such as this one: //(BHVD) set ( /*@SET_TYPES*/ "SET_GRAVITY", "2400" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_HEAD" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_FOOT_RT" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_FOOT_LT" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_HAND_RT" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_HAND_LT" ); wait ( 5.000 ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_LEG_RT" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_LEG_LT" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_ARM_LT" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_ARM_RT" ); wait ( 5.000 ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_CHEST_RT" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_CHEST_LT" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_BACK_RT" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_BACK_LT" ); wait ( 5.000 ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_CHEST" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_BACK" ); set ( /*@SET_TYPES*/ "SET_DISMEMBER_LIMB", /*@HIT_LOCATIONS*/ "HL_WAIST" ); set ( /*@SET_TYPES*/ "SET_HEALTH", 0 ); (Not sure if the gravity 2400 actually does something on the weight of the pieces, but whatever) In the slight time span of 0.015 seconds, the player, or the humanoid NPC, that falls on the fan will be dismembered, and even more gruesomely he will survive long enough to witness his own dismembering before dying. About the blood effect, I don't think there's any in base JA. If you can find / make one, though, you can tie the trigger_multiple to that specific fx_runner (whatever the path, only set the path of the .efx file beyond the effects/ folder). The script and the fx_runner should suffice for everything you want to do. If you keep the func_rotating solid, the pieces should also be thrown around. Geez. Perhaps you should rename this to "Ramikad's Slaughtering Fan Guide For Beginners"?
  25. Memories Anyway, if it's supposed to be SP, you can simply set up a script that dismembers anyone who falls down there. For multiplayer, I don't think it's so easy, as the script wouldn't work. Not sure if there's a way to do that for MP.
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