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Daedra

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Everything posted by Daedra

  1. There is a Force Arena Praetorian Guard model available. You just have to download it from here: https://steamcommunity.com/sharedfiles/filedetails/?id=1164057222&searchtext=
  2. Believe this request is already in existence. https://jkhub.org/topic/7051-traitor-electro-baton-the-force-awakens/ @@AshuraDX
  3. Yeah, I just wanted people to be able to use this for both SP and MP, if they choose to.
  4. I used the r_we fog command in your map, and the fog seemed to appear everywhere, covering all the areas you'd want it to. It looks good but the texture for the doorway to vader's tie needs to look WAY less foggy, probably with more transparency. Also check those missing textures.
  5. Yeah, these are intended for Single Player duels. But you can do whatever with them. Edit: Updated map to remove the Tavion npc spawn. Now you can enjoy without limits!
  6. It is a command that adds a fog to a map. If you can implement this to automatically activate when you load the map it should be what you need. Also your map is missing important textures.
  7. r_we fog might be of use to you.
  8. Amazing work there. I have tried so hard to find a .3ds model of the YT-1300 from X-Wing Alliance, but I can not find it. I know it would make a good replacement for the YT-1300 currently in JKA.
  9. Sorry about that. And oh! I didn't know about the commando guy. That really is interesting. Might use him more often.
  10. I look forward to this. I find it strange how the scepter has this ability, yet we have not had this move added for regular saber combat yet.
  11. Tried that "BOTH_TAVIONSCEPTERGROUND" but alas it does not work. The animation is for the second saber (the scepter). The only way would be if you had a flipped animation to work on the right hand instead of the left.
  12. Strange how it works fine on an npc with the scepter. It's like the code is already there, just needs redirecting onto a regular saber. Though I do notice that with the scepter, it literally only works on an npc. I don't think it works if you are the playermodel. There is an unused gla file for the scepter though. Weird.
  13. Just that one animation where she throws the scepter up and smashes it down into the ground causing a knockback.
  14. Just finished the first season of Rebels. It's slowly growing on me. Love the classic explosions lol!

    1. Show previous comments  3 more
    2. Wasa

      Wasa

      Rebels is a pretty good show after season 1. Vader, Thrawn, Kanan and Hera are very good characters in it, and also Rex.

    3. Username
    4. Wasa

      Wasa

      Okay, and? Beside few silly stuff it's really good for what it is

  15. I think I need to call different animations. Like I said it is the animation that the npc tavion_scepter uses, and is actually the scepter weapon she throws up and smashes into the floor. Do you know what these animation names are? I've tried what you just said and ALORA doesn't use the scepter.
  16. So I'm trying to get a lightsaber to use the knockback ability that the base scepter uses. (The animation is where the character throws the weapon up in the air, catches it as it comes down and smashes it into the ground creating a blue/white-ish colored knockback, and then pulls it from the ground). Of course I want the saber to still work normally, have it's saber blade turn on and off, and keep the regular saber trails etc. I did follow this tutorial: https://jkhub.org/topic/10138-how-to-create-a-shockwave-saber-with-knockback/ I do appreciate @@Asgarath83 for making it, but it's a bit of a mess. It's taking away saber styles and adding a dual saber style, totally not what I am trying to achieve. This is my .npc file for the weapon currently. evilgb { name "Evil Genius (Bent)" saberType SABER_SINGLE saberModel "models/weapons2/evilgen/egb.glm" saberColor orange soundOn "sound/weapons/evil/saberon.mp3" soundLoop "sound/weapons/evil/saberhum1.wav" hitSound1 "sound/weapons/evil/saberhit.wav" hitSound2 "sound/weapons/evil/saberhit1.wav" hitSound3 "sound/weapons/evil/saberhit2.wav" blockSound1 "sound/weapons/evil/saberblock1.wav" blockSound2 "sound/weapons/evil/saberblock2.wav" blockSound3 "sound/weapons/evil/saberblock3.wav" swingSound1 "sound/weapons/evil/saberhup1.mp3" swingSound2 "sound/weapons/evil/saberhup2.mp3" swingSound3 "sound/weapons/evil/saberhup3.mp3" spinSound "sound/weapons/evil/saberspin.wav" bounceSound1 "sound/weapons/evil/saberbounce1" bounceSound2 "sound/weapons/evil/saberbounce2" bounceSound3 "sound/weapons/evil/saberbounce3" fallSound1 "sound/weapons/evil/bounce1.mp3" fallSound2 "sound/weapons/evil/bounce2.mp3" fallSound3 "sound/weapons/evil/bounce3.mp3" soundOff "sound/weapons/evil/saberoff.mp3" saberLength 40 noIdleEffect 0 noDismemberment 0 noIdleEffect2 0 noDismemberment2 0 bounceOnWalls 1 returnDamage 1 blocking 1 lockable 1 } Basically what I want is to assign the knockback animation and damage to a regular saber without changing tons of other stuff such as saber styles or making the saber style dual. I want to keep it single.
  17. I was making a joke, since a horse type character was brought up into discussion.
  18. The closest thing I saw that resembled this was the minecraft playermodel. However if you mean something like this: Then I don't think that's entirely possible.
  19. Already made. https://jkhub.org/files/file/1877-horseton-legged/
  20. Thanks for the hex editing pointers. Just tried it out on my .glm model to change the path and it works, that has been bugging me for so long!
  21. I have that but it gives me problems. Would like to try that other version.
  22. Could I please get a download for that hex program?
  23. It's an amazing upgrade from the base game no doubts. I just wish eezstreet's aiworkshop could get fixed as this upgrades it even more.
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