Ramikad
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Everything posted by Ramikad
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Fallout 3-style Self Destruct?
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Misc_weapon_shooter SP Idead but dont know how to do...
Ramikad replied to Langerd's topic in Modding Assistance
Simply make a script that removes or kill the entities as the sentry is destroyed. -
Misc_weapon_shooter SP Idead but dont know how to do...
Ramikad replied to Langerd's topic in Modding Assistance
True, and some more stuff is completely broken or unfinished. You can make an NPC "float" by putting a system/blockNPC brush around it. Also, if scripted correctly, they will hold their fire until the player has reached a certain zone / trigger / whatever, and can use the alt-fire that makes them launch seeker missiles. -
Misc_weapon_shooter SP Idead but dont know how to do...
Ramikad replied to Langerd's topic in Modding Assistance
I really don't know if there's a way to make the rocket from a misc_weapon_shooter chase the player as it does when an enemy shoots it. You can set a target, and it claims "if it's a moving target it will update [the aim] every frame", but I'm not sure if this actually works or not. It doesn't seem to be working on NPCs or the player: as far as the NPCs are concerned, it will only shoot the rocket towards their spawn point, completely ignoring the NPC; and as far as the Player is concerned, I haven't checked it yet. All in all, IF there's not a way to do that with scripting (you could try playing around with targets, origins, and such), you should probably put the misc_weapon_shooter aside and use instead an invisible NPC. -
Also, make sure that the .npc file is in the npcs folder inside ext_data, not just ext_data. This very simple mistake tricked me a few times.
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That timer in your signature hurts!
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Star Wars Episode VII Discussion
Ramikad replied to Circa's topic in Star Wars Franchise Discussions
And inevitably... http://www.cad-comic.com/cad/20141201 -
Or you could wait and check out the progress on this one: http://jkhub.org/topic/3378-wip-look-out-for-that-tree/
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Star Wars Episode VII Discussion
Ramikad replied to Circa's topic in Star Wars Franchise Discussions
Except that the emitters of the saber in the trailer are far too long to not be cut off (along with the user's hands) if the saber swings through during a lock. Which makes me think that it could be more of a symbolic design than a practical one. -
Anybody have ever played ffa_carbonfreeze2?
Ramikad replied to lukex's topic in Jedi Knight General Discussions
I could, but I'm not sure about JKHub's stance on decompiling and such. Alternatively, you can check out the version in Knights of the Force, it works fine as far as I know. -
Maybe this could be of help: http://jkhub.org/tutorials/article/30-unable-to-save-maps-in-gtkradiant/
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Anybody have ever played ffa_carbonfreeze2?
Ramikad replied to lukex's topic in Jedi Knight General Discussions
Strange... I checked the map myself, and this seems to be a distancecull problem. Not sure how to fix it easily though, and by easily I mean without decompiling, setting a new distancecull and recompiling. -
- Map Request - Yavin IV Jedi Academy with some Extras -
Ramikad replied to RJA's topic in Mod Requests & Suggestions
An additional note to the leaks: make sure that every brush touching the void is not a detail brush, but a structural one. -
As far as I know, ASE can't be assigned to func_train entities, only MD3.
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Also, wasn't there something about music being mono or stereo? Or am I confusing it with sounds?
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Clearly his beard gives him his unimaginable power (... plus, the Valley's Force Energy...). After seeing this, I always considered that Death Star map a stone-age wreck: http://forums.massassi.net/vb3/showthread.php?60565-Death-Star-%28JA%29
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Seconded.
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Dariannt's Maps I am working on right now
Ramikad replied to Atranoth's topic in WIPs, Teasers & Releases
Hmm. Did you follow the tutorial correctly, and did you add the new shader in the shaderlist.txt file? -
Dariannt's Maps I am working on right now
Ramikad replied to Atranoth's topic in WIPs, Teasers & Releases
Agree with all IrocJeff said. One more couple of suggestions: use a grass sprite shader for the texture, and improve the water: http://jkhub.org/tutorials/article/62-realistic-water/ I'd extend IrocJeff's suggestion to interiors too. -
Thoughts on JK::Outcast
Ramikad replied to BruceJohnJenner's topic in Jedi Knight General Discussions
I think the new saber was a part of his training, and thus more "personal"; that may be the reason why he left Yun's lightsaber behind. The LA Goggles simply don't seem to work correctly as they did in JK2. Instead of the orangeish hue they show nothing, they have no practical usefulness in JA. I'm not sure, but I think OpenJK fixed that. And the Dark Forces mod also did something with them, if I remember correctly. I don't know if Gonk recharge the batteries. -
Thoughts on JK::Outcast
Ramikad replied to BruceJohnJenner's topic in Jedi Knight General Discussions
If I remember correctly, after the ending of Mysteries of the Sith, Kyle builds a new lightsaber, leaving Yun's saber behind. In regards to inventory items, they're still present in Jedi Academy, though they're simply not used. You can still bind keys to invnext / invprev / invuse, and as far as I know the only bugged item is the Light Amplification Goggles. In my experience, the Bacta Tanks also are somewhat buggy, and can only be used with the specific use key instead than the generic "use held item" key. Aside from that, the inventory is still all there. -
Exactly. In the specific, misc_model_breakable can be force-interacted setting its gravity to 1 and mass to... anything viable. Quoting from the entity description, "Default [for mass] is the size of the object from one corner to the other, that works very well." Also, throwtarget should make the object throw itself towards the entity with matching targetname, but never really tested that.
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I believe that's an option in the Setup menu. Make sure you have "Force Player Models" and "Defer Player Models" set to Off in Game Options.
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I believe you can simply change the color of them looking for the correct text in the .STR files, using the typical ^2 (green), ^4 (blue), and ^1 (red). It works with the briefing text, so it should work with that text as well.
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Starting as the other character than player.
Ramikad replied to Langerd's topic in Modding Assistance
The script suggestion is good, though I'm not sure about the "Kyle" NPC_targetname: if the player is meant to change then the script should affect "Player". Also, assuming that you have a full and direct control over the map, you can tick the "noweapon" spawnflag (64) of Info_Player_Start, and in the next maps tick the "keep_prev" spawnflag (1). This way, you should start with no weapons in the first map, the script turns you into a non-jedi stormtrooper and gives you the blaster rifle, and in the second map you should keep whatever you got in the first map.