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GamingPrince83

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Posts posted by GamingPrince83

  1. Hello guys, i'm trying to figure out how to give NPCs and possibly the Player automatic regeneration like in Kotor 2 TSL.

    I've found out how to make Force Heal heal a lot faster and Make Force Rage heal you instead of cost life. 

    I help will be appreciated! 🙂

     

  2. I've gotten it to work!

     

    else
        {
            if ( self->NPC )
            {//NPCs can push more often
                //FIXME: vary by rank and game skill? 
                self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + 200;  Copy the line marked in Yellow and replace the line in blue
            }
            else
            {
                self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500 // Replace this line
                //self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500;
            }
        }

     

  3. Hello there. This is the code for Push and Pull speed. I left some notes to help you understand the code.

    if ( pull )
    	{
    		if ( self->NPC )
    		{//NPCs can push more often
    			//FIXME: vary by rank and game skill?
    			self->client->ps.forcePowerDebounce[FP_PULL] = level.time + 200; // This is the Pull speed for NPCs, edit this to determine how fast npcs pull!
    		}
    		else
    		{
    			self->client->ps.forcePowerDebounce[FP_PULL] = level.time + self->client->ps.torsoAnimTimer + 500; // // This is the Pull speed for the Player, edit this to determine how fast Players pull!
    		}
    	}
    	else
    	{
    		if ( self->NPC )
    		{//NPCs can push more often
    			//FIXME: vary by rank and game skill? 
    			self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + 200; // This is the Push speed for NPCs, edit this to determine how fast npcs push!
    		}
    		else
    		{
    			self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500; // This is the Push speed for the Player, edit this to determine how fast the Player pushes!
    		}
    	}

     

  4. float forcePushPullRadius[NUM_FORCE_POWER_LEVELS] =
    {
    	0,//none
    	384,//256,
    	448,//384,
    	512
    };
    
    float forcePushCone[NUM_FORCE_POWER_LEVELS] =
    {
    	1.0f,//none
    	1.0f,
    	0.8f,
    	0.6f
    };

    Hi, this is the code for Force Push and Pull range and radius. You can find it in wp_saber.cpp in the single player code. 

  5. 16 hours ago, Cor said:

    Hello,

    I've found those in assets1.pk3 --> shaders --> effects.shader. In there look for gfx/misc/personalshield (absorb effect) and I believe gfx/misc/forceprotect is the protect effect but haven't tested it in game. You can look, beneath those lines in the .shader file, the effects are using the texture gfx/effects/p_shield which you will also find in assets1.pk3 in the gfx folder

    I hope that's what you're looking for

    Thanks, now i have to figure out how to edit them. 🙂

  6. On 8/16/2019 at 10:24 PM, bigphil2695 said:

    Can someone make a mod that overhauls force jumping, so that instead of the level 3 jump ending at 50 force points it goes on until you run out of force entirely? Not sure if that makes sense or is even possible, it was just a thought.

    float forceJumpHeight[NUM_FORCE_POWER_LEVELS] =
    {
    	32,//normal jump (+stepheight+crouchdiff = 66)
    	96,//(+stepheight+crouchdiff = 130)
    	192,//(+stepheight+crouchdiff = 226)
    	384//(+stepheight+crouchdiff = 418)
    };
    
    float forceJumpHeightMax[NUM_FORCE_POWER_LEVELS] =
    {
    	66,//normal jump (32+stepheight(18)+crouchdiff(24) = 74)
    	130,//(96+stepheight(18)+crouchdiff(24) = 138)
    	226,//(192+stepheight(18)+crouchdiff(24) = 234)
    	418//(384+stepheight(18)+crouchdiff(24) = 426)
    };
    
    float forcePushPullRadius[NUM_FORCE_POWER_LEVELS] =
    {
    	0,//none
    	384,//256,
    	448,//384,
    	512
    };
    
    float forcePushCone[NUM_FORCE_POWER_LEVELS] =
    {
    	1.0f,//none
    	1.0f,
    	0.8f,
    	0.6f
    };

    Hi don't know if this helps, take a look at forceJumpHeight.

    bigphil2695 likes this
  7. On 10/21/2020 at 7:10 PM, Dark_Reaper said:

    Hello, when i try  using this technique i always receive this communication:

     

    R_LoadMDXM: models/players/x/model.glm has different bones than anim (0 != 3473408)

    RE_RegisterModel: cannot load models/players/x/model.glm

    G_SetG2PlayerModel: cannot load model x

     

    I do everything exactly as in your toturial and also replace lines in notepad instead of rewriting them.

    Is there any solution to that problem?

    Try using a Hex Editor instead of Notepad! ?

    Dark_Reaper and Jeff like this
  8. 6 hours ago, S3rafim said:

    Hello!

     

    I am trying to make a double-bladed hilt, which has a lightsaber blade on one side and a sword-blade on the other. I understand the only way(?) that something like this can be done is with bladestyle2start parameter, but I cannot make it to work.

     

    It is the first time I'm using this parameter so I'm not even sure if I'm doing this correctly, but I tried a tons of different ways to apply it but at vain.

     

    Any help would be appreciated. Thank you!

    There is a tutorial here, on everything regarding .sab files.

    https://jkhub.org/wiki/index.php?title=.sab#Sword_and_Non-lightsaber-blade_Weapon_Keys

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