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Posts posted by GamingPrince83
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28 minutes ago, kibasennin said:
Kyle_boss can use iknowkungfu levels of melee, but when I type WP_MELEE in the npc document, the npc in question beats me up like a Gran, rather than using the various throws.
How do I change this?
Thanks
Kyle_Boss style of Melee is hardcoded to his Npc class, you can only change that if you edit the source code.
kibasennin likes this -
There are a lot of mods in the download section that give you more options, this is one of them, https://jkhub.org/files/file/1255-base-customisation-complete/
I don't know if other mods will work with KOTF though.
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1 hour ago, Mizore said:
Has anyone already played JFO? How does it compare to Jedi Academy / Jedi Outcast?
I'm halfway through the game and so far i think it's a very good game. I think it's one of the best Star Wars games every. But i have to say that the Lightsaber combat is not as fun as in JO/JKA.
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This is how i did it. Spawn an Npc with a name, like this "NPC SPAWN JEDI 1", this "1" is the name. Then spawn a vehicle, then open the console and type "control 1",
this gives you control over the NPC. Now you can control a vehicle, now open the console again and type "control" this will make you go back to the Player.
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Can somebody make a Mod which replaces all the sounds in Jedi Oucast and Jedi Academy with sounds effects from JK1?
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I don't know if this will help, but in JKA this is the script used to change into the Hoth winter gear.
//Generated by BehavEd rem ( "The beginning of the level." ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_WINTER_GEAR", /*@BOOL_TYPES*/ "true" ); //(BHVDREM) set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "HOTH2_OBJ1" ); }
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I've converted music from Kotor/Kotor2 to Jedi Outcast/Academy, i'd like to post the mode on this site.
I want to know if i can post it on this site or do i have to use an external link?
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It's OK. but i'd like to see some Lightsaber vs Lightsaber combat.
JaceSolarisVIII and General Howard like this -
Yes it's possible, if your GPU has DSR enabled.
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Are you using an OpenGL to Directx 9 converter?
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I just discovered this on Youtube and wanted to share this, with all the OG Jedi Knight 1 fans. :-)
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There was one made for Jedi Outcast.
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Type "control + npc name" into the console. With this cheat you can jump without losing control of the NPC. I'm not sure if this will work with Vehicles.
Droidy365 likes this -
Green! Like Quigon, Yoda, Luke and Jolee Bindo!
GamerRedNeck likes this -
It's possible with coding.
if ( pull ) { cost = forcePowerNeeded[FP_PULL]; if ( !WP_ForcePowerUsable( self, FP_PULL, cost ) ) { return; } //make sure this plays and that you cannot press fire for about 200ms after this anim = BOTH_FORCEPULL; //soundIndex = G_SoundIndex( "sound/weapons/force/pull.wav" ); //G_SoundOnEnt(ent, CHAN_WEAPON, va("sound/weapons/sword/swing%d.wav", Q_irand(1, 4))); soundIndex = G_SoundIndex("sound/weapons/force/pull.wav"); hold = 200; } else { cost = forcePowerNeeded[FP_PUSH]; if ( !WP_ForcePowerUsable( self, FP_PUSH, cost ) ) { return; } //make sure this plays and that you cannot press fire for about 1 second after this anim = BOTH_FORCEPUSH; soundIndex = G_SoundIndex( "sound/weapons/force/push.wav" ); hold = 650; }
This is the code for the Pull and Push sounds located in the file wp_saber.cpp in the SP code.
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I remember an article in a German Pc gaming magazine, so i googled it an found this: https://www.starwars-union.de/nachrichten/642/Mehr-zur-Einstellung-von-Obi-Wan-fuer-den-PC/.
It's in German but you can use google to translate it. This should answer your questions.
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I don't know if this will help, but if you give the force-only cultists or the Kothos brothers lightsabers, they turn on the sabers against enemies but don't attack.
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Kyle with the help of a couple of Jedi Masters lost to Darth Caedus (Jacen Solo), so Luke takes it.
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Do you think there's a permanent fix that makes it so that dual-wielder's never ever switch to single?
Other than coding, probably not.
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Sorry for not replying! I just checked again, i'm using a modified version of Jedi Academy Enhanced which i believe is based on OpenJK and
the the dual wielder rarely switch to single.
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I think it's a steam-only issue :/ Because I saw someone else on youtube who's downloaded no mods have the same issue.
I don't think its just steam, i had the same problem with JKA for years, have you tried OpenJK?
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I've tried everything, even straight up forbidding other styles, and yet he still switches to that specific style.
It's not just him either, I've noticed almost any dual-wielding character switches to a single saber style no matter what I've tried, all models are rigged perfectly and nothing is wrong with em, it's just a weird bug I've been getting ever since I first bought the game.
These are the the file set-ups:
NPC File -
Warrior_of_Light
{
fullName "Warrior"
playerModel WarriorOfLight
weapon WP_SABER
saber Braveheart
saber2 Shield_of_Light
saberStyle 6
FP_LEVITATION 3
FP_PULL 3
FP_PUSH 3
FP_SEE 3
FP_SPEED 3
FP_PROTECT 3
FP_ABSORB 3
FP_SABER_DEFENSE 3
FP_SABER_OFFENSE 3
FP_SABERTHROW 3
forcePowerMax 200
rank commander
reactions 5
aim 5
move 5
aggression 5
evasion 5
intelligence 5
playerTeam TEAM_PLAYER
enemyTeam TEAM_ENEMY
class CLASS_KYLE
snd WoL
sndcombat WoL
sndjedi WoL
health 3000
yawSpeed 140
walkSpeed 55
runSpeed 200
}
First weapon Saber -
Braveheart
{
name "Braveheart"
saberType SABER_SINGLE
saberModel "models/weapons2/wol_saber/wol_saber.glm"
soundOn "sound/weapons/sword/draw1.mp3"
soundLoop none
soundOff none
saberLength 42
saberRadius 2
saberStyle dual
returndamage 1
throwable 1
maxChain 8
disarmable 0
lockable 1
lockBonus 99
parryBonus 99
breakParryBonus 99
disarmBonus 99
notInMP 0
noDlight 1
noblade 1
noIdleEffect 1
onInWater 1
noWallMarks 1
trailStyle 2
damagescale 4
noManualDeactivate 1
bounceOnWalls 0
NotInOpen 1
saberColor random
saberStyleLearned dual
saberstyleforbidden medium
saberstyleforbidden strong
saberstyleforbidden tavion
saberstyleforbidden fast
saberstyleforbidden desann
saberstyleforbidden staff
spinSound "sound/weapons/swordss/swing---.mp3"
swingSound1 "sound/weapons/swordss/swing-.mp3"
swingSound2 "sound/weapons/swordss/swing--.mp3"
swingSound3 "sound/weapons/swordss/swing---.mp3"
fallSound1 "sound/weapons/swordss/fall4.mp3"
fallSound2 "sound/weapons/swordss/fall5.mp3"
fallSound3 "sound/weapons/swordss/fall6.mp3"
hitSound1 "sound/weapons/swordss/stab4.mp3"
hitSound2 "sound/weapons/swordss/stab3.mp3"
hitSound3 "sound/weapons/swordss/stab2.mp3"
blockSound1 "sound/weapons/swordss/Cblock1.mp3"
blockSound2 "sound/weapons/swordss/Cblock2.mp3"
blockSound3 "sound/weapons/swordss/Cblock3.mp3"
bounceSound1 "sound/weapons/swordss/Cbounce1.mp3"
bounceSound2 "sound/weapons/swordss/Cbounce2.mp3"
bounceSound3 "sound/weapons/swordss/Cbounce3.mp3"
g2MarksShader "gfx/damage/bloodcutmark"
g2WeaponMarkShader "gfx/effects/bloodsplat"
blockEffect "melee_weap/block.efx"
hitPersonEffect "melee_weap/attack.efx"
hitOtherEffect "melee_weap/other.efx"
useGoreConfig 1
}
Second weapon Saber:
Shield_of_Light
{
name "Shield of Light"
saberType SABER_SINGLE
saberModel "models/weapons2/wol_shield/wol_shield.glm"
soundOn sound\weapons\sword\draw1.mp3
soundOff none
soundLoop none
numBlades 2
saberLength 30
saberColor random
saberStyle dual
lockable 1
maxChain 8
lockBonus 99
parryBonus 99
breakParryBonus 99
disarmBonus 99
bounceOnwalls 0
onInWater 1
noWallMarks 1
noBlade 1
noClashFlare 1
trailStyle 2
noDlight 1
noIdleEffect 1
throwable 0
damagescale 4
disarmable 0
alwaysBlock 1
noManualDeactivate 1
saberStyleLearned dual
saberstyleforbidden medium
saberstyleforbidden strong
saberstyleforbidden tavion
saberstyleforbidden fast
saberstyleforbidden desann
saberstyleforbidden staff
swingSound1 sound\weapons\sword\swing1.mp3
swingSound2 sound\weapons\sword\swing2.mp3
swingSound3 sound\weapons\sword\swing3.mp3
spinSound sound\weapons\sword\swing4.mp3
fallSound1 sound\weapons\sword\fall1.mp3
fallSound2 sound\weapons\sword\fall2.mp3
fallSound3 sound\weapons\sword\fall3.mp3
hitSound1 sound\weapons\sword\stab1.mp3
hitSound2 sound\weapons\sword\stab2.mp3
hitSound3 sound\weapons\sword\stab3.mp3
blockSound1 sound\weapons\swordfall6.mp3
blockSound2 sound\weapons\swordfall5.mp3
blockSound3 sound\weapons\swordfall6.mp3
bounceSound1 sound\weapons\sword\fall6.mp3
bounceSound2 sound\weapons\sword\fall5.mp3
bounceSound3 sound\weapons\sword\fall6.mp3
}
Please help if you can, thank you.
Dunno that these would be issues, as it happens with even base Jedi Trainers and Jedi_Randoms.
What about the Alora Npc with dual Sabers? Have you tried that, because it is coded to use the Dual Saber style.
If that doesn't work you'll have to edit the Sp code.
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Hello, i put together an Npc class that fight almost exactly like Boc from the game, the Npc class
is based on the Luke, Desann, Kyle and Tavions AI, i only added jumping and evasion.
What do you guys think?
TheWhitePhoenix, GPChannel, Smoo and 1 other like this -
Ok, that's good enough for me. Thanks! On other thing. Do you know if .shader files work on .md3 models the way they work on .glm models?
I don't know, i've only edited shaders for .glm models.
Getting an NPC to use melee like a player does
in Coding and Scripts
Posted
No the single player source code. You need some skills in programming to edit it.