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Everything posted by redsaurus
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Using tusken rifle and force destruction (placeholder destruction effects for now):
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Here's an updated progress/todo thing, remind me if I've forgotten stuff. Done sabercolorRGB field for .npc and .sab files, so they can still have roughly the correct colour in basefixed eweb model not working after map changenoghri stick and tusken rifle player usableremove saber twirl on ignition with g_noIgniteTwirl set to 1can holster saber on left side with "lhip" value in .sab fileadded menus for most of the cvars I've addedRGB sliders in player menusadded stasis, destruction and insanity as force powers. pretty overpowered thoughtrueview!allow the second saber to be a custom saber WIP / todo - some may be for further in the future: saber crystals - have done black sabers and unstable blades so far but haven't finished up the mechanics entirely. idea as in JK:E discussions: you'll be able to pick some crystals up in secret areas that allow you to have special sabers when building saber #2, like the darksaber and unstable bladesfix SFX saber end being past the blade endragdoll mode with head swaps is a little brokenswap non-head partsnew force powers (blinding, deadly sight, repulse ?)minor tag_holsterorigin changes
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Updated code to latest OpenJK and did a little bit towards new force powers - pretty much just a case of adding empty powers so far.
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not dead, just sleeping
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How long have you been a part of the JK community?
redsaurus replied to Cerez's topic in Jedi Knight General Discussions
too long -
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Wytchking made all of those models. I'm not quite sure what you mean by frankenstein?
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New Canon Star Wars character
redsaurus replied to Daedra's topic in Star Wars Franchise Discussions
Is the picture actually meant to be of the new character or is it just dune (fan)art? -
Yes, they're just the alpha brushes you use for terrain blending.
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It's not GPL.
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I started trying to write more about blendFuncs but it wasn't particularly coherent, but here's something that *might* do what you want. Untested, tcmod scroll values will need adjusting. textures/boothand/foggy_lamp { qer_editorimage textures/boothand/fog qer_trans 0.5 surfaceparm noimpact surfaceparm nomarks surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans q3map_nolightmap { map textures/boothand/fog alphaGen vertex tcMod scroll 5 5 blendFunc GL_SRC_ALPHA GL_ONE } } textures/boothand/fog would just be some kind of foggy image (no alpha channel!). to get the alpha stuff working properly you could use alphamod volume brushes to force the vertex alpha (as used by alphaGen vertex) to 1 by the lamp and 0 away from it.
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you don't want the wait(string) you have after do("MinuteTime") - it should be a number there! maybe move the task declaration out of the loop too? that way it'd look more like: affect ( "hourhand", /*@AFFECT_TYPE*/ FLUSH ) { task ( "HourTime" ) { rotate ( < 360.000 0.000 0.000 >, 1440000.000 ); wait ( 1440000.000 ); } loop ( -1 ) { do ( "HourTime" ); } } affect ( "minutehand", /*@AFFECT_TYPE*/ FLUSH ) { task ( "MinuteTime" ) { rotate ( < 360.000 0.000 0.000 >, 60000.000 ); wait ( 60000.000 ); } loop ( -1 ) { do ( "MinuteTime" ); } }
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I think do is wrong: affect ( "HourHand", /*@AFFECT_TYPE*/ FLUSH ) { loop ( -1 ) { task ( "HourTime" ) { rotate ( < 360.000 0.000 0.000 >, 1440000.000 ); } do ( "HourTime" ); } } because it would expand as: rotate ( < 360.000 0.000 0.000 >, 1440000.000 ); rotate ( < 360.000 0.000 0.000 >, 1440000.000 ); rotate ( < 360.000 0.000 0.000 >, 1440000.000 ); rotate ( < 360.000 0.000 0.000 >, 1440000.000 ); .... i.e. infinitely many rotates on every frame :| when you actually want to dowait so that it expands as rotate ( < 360.000 0.000 0.000 >, 1440000.000 ); wait ( 1440000.000 ); rotate ( < 360.000 0.000 0.000 >, 1440000.000 ); wait ( 1440000.000 ); .... I have no idea if icarus scripting works reasonably well over such large times, and it might also see 360 degrees as the same as 0? func_rotating would be more sensible, but is having a clock nobody will ever see move really worth it anyway?
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If you have the do inside the task block it'll never actually be called. should probably be a dowait too, otherwise you have an infinite loop.
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can't you just use the alarm again then?
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is affect ( "alarm", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INACTIVE", "true" ); } any good?
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volrange 240 250 means that the volume will be chosen randomly between 240 and 250 - full volume is 255. You probably want to set the radius to something larger - if it isn't given, it defaults to 250.
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yeah, I was going to look at this kind of stuff next - I think your problem is just that you need to put it in a pk3, otherwise the default one is loaded
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I think you've just got the tag rotated the wrong way, I'll try to explain the tag_holsterorigin better later. EDIT: I will make some changes to the code so that things are more consistent so probably best for you to wait a bit. The saber appearing in your hand when you use the saber command is the bug, nothing to do with holsters, but I'll fix that.
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Knight of the Force Total Conversion
redsaurus replied to Petzi's topic in Jedi Knight General Discussions
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+button9
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@ You'll have to add some "worldmodel" lines into the ultimate weapons weapons.dat - look at the weapons.dat included in the SP mod download for reference. It was mainly for the Katarn saberstyle. Playing through the SP campaign with saberthrow as a forcepower makes the game a bit harder too I'll fix the eweb thing for the next release, and think about what to do with saberthrow.
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something like this might work: set ( /*@SET_TYPES*/ "SET_ENEMY", "NULL" ); set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" ); set ( /*@SET_TYPES*/ "SET_LOOK_FOR_ENEMIES", "true" );
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I think it's just a question of changing the weapons allowed by the player, so it shouldn't be too much work to get them usable - it might be nice to have a better first person model for the noghri staff and the tusken rifle though.
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It's a really nice idea, but might be quite a bit of work If @@Oobah doesn't want to be involved at all I'd rather we just did things from scratch tbh though.