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GamingPrince83

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Posts posted by GamingPrince83

  1. 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. 

  2. 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.

  3. My issue is simple, I would like to play around with .shader files to learn more about them. I mean do a lot of trial and error and see for myself what each change or option does in-game, if any, until I'm satisfied with what can be achieved. Since there's no viewer to test them in real-time (I think Wudan's Dragon did the trick back in the day), I was wondering if there's a way to, while remain in the game, reload the .shader files and see how my changes impact the end result. My first thought is to reload the level, but I haven't tried that yet and maybe with OpenJK there's a command that will do the trick. Thanks.

    I've been able to edit NPC and SAB files by placing them into folders rather than in a PK3 file, just minimize the game, edit your files 

    reload the level with the Devmap command.

    It should work for all Jedi Academy files other than Pk3 files.

    Corto likes this
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