-
Posts
141 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by GamingPrince83
-
I'd like to add healthbars on npcs when you point the cursor of them. There is a cheat called Cg_Debughealthbars, but it adds healthbars to all npcs, i'd like something similar. Any help will be appreciated.
-
How to assign custom animations to specific playermodel?
GamingPrince83 replied to Tompa9's topic in Modding Assistance
Just overwrite it like in this video. https://www.youtube.com/watch?v=HIUdiNZqPlo -
How to assign custom animations to specific playermodel?
GamingPrince83 replied to Tompa9's topic in Modding Assistance
You cannot use a Hex editor like a Word Document you have to replace every word letter for letter, if you delete one letter the whole file will become useless. -
How to assign custom animations to specific playermodel?
GamingPrince83 replied to Tompa9's topic in Modding Assistance
Open the model.glm of your playermodel with a hex editor, right at the top you should see "model/players/_humanoid/_humanoid" thats the path to your models animation folder. If you want to use starkillers animations you should change it to "models/players/_humanoid_galen/_humanoid", i think thats the path for starkillers animations in Movie Duels 2. If you need more help just reply. :-) -
Is there a way to increase projectile travel speed?
GamingPrince83 replied to a topic in Mod Requests & Suggestions
This! It's in Weapon.h // Bryar Pistol //-------- #define BRYAR_PISTOL_VEL 1800 <----------------- this #define BRYAR_PISTOL_DAMAGE 14 #define BRYAR_CHARGE_UNIT 200.0f // bryar charging gives us one more unit every 200ms--if you change this, you'll have to do the same in bg_pmove // E11 Blaster //--------- #define BLASTER_MAIN_SPREAD 0.5f #define BLASTER_ALT_SPREAD 1.5f #define BLASTER_NPC_SPREAD 0.5f #define BLASTER_VELOCITY 2300 <------------------- this #define BLASTER_NPC_VEL_CUT 0.5f #define BLASTER_NPC_HARD_VEL_CUT 0.7f #define BLASTER_DAMAGE 20 #define BLASTER_NPC_DAMAGE_EASY 6 #define BLASTER_NPC_DAMAGE_NORMAL 12 // 14 #define BLASTER_NPC_DAMAGE_HARD 16 // 18 This is from the Jedi Academy Enhanced SP code. -
Jedi Outcast AI in Jedi Academy!
GamingPrince83 replied to GamingPrince83's topic in Modding Assistance
I just did some code editing to make the Jedi Npcs use some of the old JK2 moves more often, like Jump flip attack, Lunge and jump forward attack. This is what i did in bg_panimate.cpp //----------------------------------- Old JK2 Moves if (enemyDist > !Q_irand(128, 200) && pm->gent && pm->gent->client && (pm->gent->NPC->rank == RANK_CREWMAN || pm->gent->NPC->rank == RANK_COMMANDER) && !Q_irand(0, 2)) { autoMove = PM_SaberFlipOverAttackMove(); } else if (enemyDist > !Q_irand(256, 300) && pm->gent && pm->gent->client && (pm->gent->NPC->rank == RANK_LT || pm->gent->NPC->rank == RANK_CAPTAIN) && !Q_irand(0, 2)) { autoMove = PM_SaberJumpForwardAttackMove(); } else if (enemyDist > !Q_irand(128, 200) && pm->gent && pm->gent->client && (pm->gent->NPC->rank == RANK_LT_JG || pm->gent->NPC->rank == RANK_LT_COMM || pm->gent->NPC->rank == RANK_COMMANDER || pm->gent->NPC->rank == RANK_CAPTAIN) && !Q_irand(0, 2)) { autoMove = PM_SaberLungeAttackMove(qtrue); } I'm still working on it, the game crashes sometimes when i use the player, but with npcs it's ok. -
Jedi Outcast AI in Jedi Academy!
GamingPrince83 replied to GamingPrince83's topic in Modding Assistance
The Jedi use acrobatic movements more often in JK2, but no problem i've found a solution myself. -
Your file is 32bit, convert it to 16bit. I used Audacity to do it.
-
Jedi Outcast AI in Jedi Academy!
GamingPrince83 replied to GamingPrince83's topic in Modding Assistance
I mean i'd like to have certain NPCs fight light the Jedi in JKII, i think it can only be done by coding. -
I noticed. You could edit the Pitch of the other people since his voice is deeper than the others.
-
Randomized Saber Colors on Enemies?
GamingPrince83 replied to Wayward Son 73's topic in Mod Requests & Suggestions
I've done this before by editing the code, i removed yellow and orange from the "random" list. It should be possible to add red to the list. -
Is there a way to editi the Jedi Academy Saber wielders AI to match the AI in Jedi Outcast especially the Reborn and Tavion AI. In JK2 each Reborn for grunt to Boss had a unique way of fighting, especially Tavion and the Reborn Acrobat, both used acrobats a lot which made the Battles very exciting and dangerous. Has anybody tried this before and if yes could you help me out?
-
Ask me anything about the Jedi source code
GamingPrince83 replied to MGummelt's topic in Coding and Scripts
Scratch this, i've set each Force Wielding Class NPC to use their own unique Saber sounds and the Player also uses his own sounds. -
Ask me anything about the Jedi source code
GamingPrince83 replied to MGummelt's topic in Coding and Scripts
Hello i'm trying to give Saber wielding NPC different saberswing sounds by rank and give the player the default saberswings sounds. This is the code it edited! //-----------------------------if (ent->NPC && ent->client->playerTeam == TEAM_ENEMY && (ent->NPC->rank == RANK_CIVILIAN || ent->NPC->rank == RANK_ENSIGN)){G_SoundOnEnt(ent, CHAN_WEAPON, va("sound/weapons/saber/ltsaberswing0%d.wav", index));}if (ent->NPC && ent->client->playerTeam == TEAM_ENEMY && (ent->NPC->rank == RANK_CREWMAN || ent->NPC->rank == RANK_LT_JG)){G_SoundOnEnt(ent, CHAN_WEAPON, va("sound/weapons/saber/wep_ls_swingViolent_0%d.wav", index));}if (ent->NPC && ent->client->playerTeam == TEAM_ENEMY && (ent->NPC->rank == RANK_LT || ent->NPC->rank == RANK_COMMANDER)){G_SoundOnEnt(ent, CHAN_WEAPON, va("sound/weapons/saber/wep_DarthMaul_Swing%d.wav", index));}if (ent->NPC && ent->client->playerTeam == TEAM_ENEMY && (ent->NPC->rank == RANK_LT_COMM || ent->NPC->rank == RANK_CAPTAIN)){G_SoundOnEnt(ent, CHAN_WEAPON, va("sound/weapons/saber/wep_Lightsaber_free0%d.wav", index));}else if (ent->client->playerTeam == TEAM_NEUTRAL){G_SoundOnEnt(ent, CHAN_WEAPON, va("sound/weapons/saber/swluke%d.wav", index));}else if (ent->client->playerTeam == TEAM_FREE){G_SoundOnEnt(ent, CHAN_WEAPON, va("sound/weapons/saber/wep_Lightsaber_free0%d.wav", index));}else if (ent->client){G_SoundOnEnt(ent, CHAN_WEAPON, va("sound/weapons/saber/saberhup%d.wav", index)); This is supposed to give the player the default saberswing sounds, which works, but it mixes the sabersounds with the ones the NPCs are using!} The goal is to make the player use the default Saberhup1-9 mp3s while the NPCs use different sounds by RANK.Any help would be appreciated! -
I don't if this idea is new? I play a lot of Flight Sims and they have a replay function, you can replay your mission and even change the camera? It would be great to play the SP levels and watch them from a different angle.
-
Ask me anything about the Jedi source code
GamingPrince83 replied to MGummelt's topic in Coding and Scripts
This is an Example of what i edited in the SP code, but it doesn't make the NPC tougher or anything. //===AI STATS=====================================================================if ( !parsingPlayer ){// aggressionif ( !Q_stricmp( token, "aggression" ) ) {if ( COM_ParseInt( &p, &n ) ) {SkipRestOfLine( &p );continue;}if ( n < 1 || n > 5 ) { ---------------------------- I changed the normal value which is 1-5, to 1-9.gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );continue;}if ( NPC->NPC ){stats->aggression = n;}continue;} -
Ask me anything about the Jedi source code
GamingPrince83 replied to MGummelt's topic in Coding and Scripts
Hello, i have a question regarding NPC stats (aggression, move, aim, evasion, reactions and intelligence), as for now you can set them in the .npc file between 1-5, i'd like to edit the code to increase them to maybe 1-20 to make an Npc more dangerous. Can you help me with this? -
Use the search function in Visual studio! :-)
-
I believe you'd have to open the animations.cfg file and replace all the animations for the red and yellow stance, including the idle animations for the yellow stance.
-
SP Rapid Fire and Infinite Ammo
GamingPrince83 replied to LordDesann's topic in Mod Requests & Suggestions
You can do it yourself. Open the EXT_DATA/Weapons.dat. Look for the Weapon like this: // WP_BRYAR_PISTOL{weapontype WP_BRYAR_PISTOLweaponclass weapon_bryar_pistolweaponmodel models/weapons2/briar_pistol/briar_pistol.md3worldmodel models/weapons2/briar_pistol/briar_pistol_w.glmweaponIcon gfx/hud/w_icon_briarmissileFuncName bryar_funcaltmissileFuncName bryar_alt_funcammotype 2ammolowcount 15energypershot 1 <-----------Change this to 0 and the weapon won't waste any Ammofiretime 400range 8192altenergypershot 1<-----------Change this to 0 and the weapon won't waste any Ammoaltfiretime 400altrange 8192muzzleEffect bryar/muzzle_flashaltmuzzleEffect bryar/altmuzzle_flashaltchargesound sound/weapons/bryar/altcharge.wavaltchargeforce fffx/weapons/bryar/altchargeselectSound sound/weapons/bryar/select.wavselectforce fffx/weapons/bryar/select} -
Here, https://drive.google.com/open?id=0B6SaMP7rZgg9NGxzN0lWTU5CMkk
-
Hi guys, i'd like to know what to do to change the Jetpack to work properly on all models, at the moment the Jetpack only works if the model has the proper tags, i know that the Movie Battles 2 Jetpack works differently. What part of the SP code do i have to change to make the JKA SP Jetpack work like the ones in MB2.