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Ramikad

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Everything posted by Ramikad

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Not sure. The stormtroopers and scout troopers on Endor seemed to have pretty much clean armors. A good idea would be to have a "dirty" version for the rocky canyons and bases on Ruusan, just like the new AT-ST.
  6. It can be done quite easily, frankensteining any basic hands on the model and adjusting the sleeves.
  7. Ramikad

    Teapot

    Plus the cheesecakes and the forks from mrownko's Featured Picture!
  8. I love the plot, especially the Original Trilogy. Not to mention the Dark Forces / Jedi Knight series (with MotS, obviously), except for JA.
  9. For NPCs it can be done via scripting, at least in Singleplayer. As long as the specific NPC has a "npc_targetname" key value you can set up a script with BehavEd that affects that specific NPC and tells it to play "xxx.wav" sound with CHAN_VOICE as audio channel. I'm not sure if this works in Multiplayer as well. I believe that NPCs in MP can be limitedly scripted, provided that you have triggers to activate the scripts; in SP, if you have the NPCs set up with their npc_targetname you can simply type "/runscript <scriptname>". I don't know if the "/runscript" command also works in MP.
  10. It depends on what you want to do. If it's singleplayer you can simply script a certain character to freeze the animation and play a certain sound. But Mrwonko said it's for multiplayer, so scripting is not an option. In this case, granted that you coordinate with your friends to record and play the same taunt sounds, you can change the saber taunt animations in the "animations.cfg" as follow: BOTH_DUAL_TAUNT 14651 1 -1 20 BOTH_ENGAGETAUNT 14651 1 -1 20 BOTH_STAFF_TAUNT 14651 1 -1 20 That way (theoretically) when you press the taunt key and your character plays the chosen sound, you'll stand still instead of waving your hands along. And given the nature of the "animations.cfg" the same effect will affect every player on the server that you see; what they will see is their characters playing the normal animations if they don't have this mod. I would advise against overwriting the original assets, so I suggest you to copy the "models/players/_humanoid" folder, change the values and make a .pk3 file with it.
  11. If the body animation and the lips animation aren't related, you could manually modify the "animation.cfg" in the "_humanoid" folder to replace the taunt anim with an idle one. But it may be more complicated than that.
  12. On this regard, it would be nice if the "jedi_random.npc" wasn't hardcoded, but instead we could define a number of NPCs that spawn at random in a, for example, "xxxx_random.npc" file. It would be much easier to spawn completely random types of enemies in the levels.
  13. Try this link: http://www.filehosting.org/file/details/365903/MOTS.zip It should contain those models, plus all of the assets made or imported for the old MotS Mod for JA.
  14. I tried a couple of OpenJK versions (an old one from February and the last one, from September), and they both work. Still no luck with the one that comes with the mod.
  15. Tried it and it still gives me that error. It's strange, because the first test demo you linked, in november 2013, worked fine.
  16. Hmmm... "GameData/openjk_sp.x86.exe is not a valid Win32 application."
  17. Same here, the start button doesn't work (Firefox). Also, in case you're interested (if I remember correctly) and are sick of typing the "/", you can simply use <script language=javascript>.
  18. Base blades aren't bad, but personally I love the HD saber blades.
  19. Nice work. Since it's four thrones, I'd spread them in a semi-circle: left one at 45°, left-center at 15°, right-center at -15° (or 345°) and right at -45° (or 315°).
  20. Nice work. How about a broken version of the lightsaber, to use as model in level 16?
  21. Edited the first post. They can be "mixed" into single music tracks to use in the specific levels, or played through scripts.
  22. On a side note, although not properly "characters" I'd add in the turrets in Jedi Knight. It would be nice to have new models for the Light Turrets (the "blocky" one and the "round" one), the base JA model isn't bad, but in my opinion it would feel a bit like a deja-vu. The Heavy Turret could use the turbolaser model from t3_wedge, since it's already an animated .glm, perhaps reskinned and properly modified.
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