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Noodle

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Everything posted by Noodle

  1. I noticed the minemonster also has melee animations named BOTH_MELEE1 BOTH_MELEE2 BOTH_MELEE3 Everytime I look at this models I want to start creating my own to add more alien beasts to this game. Even if I can't have a fully functional minemonster in my game, at least I know I can use it as a passive pet.
  2. It's a pity that it works like base melee. I think that's the difference that the class_minemonster must make, but I don't know where's the bug in JA's code.
  3. How about I share the replacer I created instead https://www.dropbox.com/s/ss0gun344x9366s/zzz_minemonster.pk3?dl=0 This is how it should work, I tested it on a clean base folder:
  4. Nope. I didn't give them any script either. I just spawned the NPC and they started chomping me up. Might be an obvious comment, but are you sure your new file has replaced the old one?
  5. He made choosing to remain on the light side really hard. Recently I've been wandering about the differences in the AI in JO and JA. Why do gunners behave in such a different way in Jedi Academy? I've been replaying Jedi Outcast a lot and I can't help but notice how different it is when stormtroopers move around the map, firing quickly and dodging bullets, while in Jedi Academy they just stay stationary.
  6. I'm hoping someone can do a nice interior HUD!
  7. Do me a favor and replace the minemonster NPC file with this: Minemonster { playerModel minemonster reactions 3 aim 1 move 3 aggression 3 evasion 1 intelligence 5 playerTeam enemy enemyTeam player class minemonster snd mine yawSpeed 160 runSpeed 210 walkSpeed 50 hFOV 120 vfov 45 height 30 width 9 snd mine health 40 } I just did and the mine monster started to attack me as it should and doing a fuck ton of damage too. My theory is that the class shouldn't be CLASS_MINEMONSTER, but just "minemonster". Either that, or the NPC gets all buggy because in JA it has WP_MELEE set as a weapon. I'm gonna record a video that shows how ridiculous that is. In MP (at least with Open JK, don't know with base JA) , the NPCs are as strong as in JO if there are point combats and waypoints.
  8. It is possible, but you need people to do the animations first so they can replace the base ones.
  9. I had exactly the same problem with the mine monster. However, I remember playing the mod 'Privateer' which had Mine Monsters that worked just as in JO. I'll try to see tomorrow if there's some difference with the NPC.
  10. As far as I know there's no way to do this for the multiplayer. If there's a way, it's not with the normal modding tools people normally use.
  11. It's such a pity, though the Hazardtrooper has some similarities, like punching the enemy when he gets close.
  12. Yeah, there has never been a limit on the stupidity of some saber hilts. But I love it, keep the weirdness coming!
  13. That's correct! Some droids, like the interrogator, were ported from JO too. It's a pity they didn't include the mine monster or even more alien creatures, since they make for interesting enemies.
  14. The minemonster's model doesn't come in base JA. You have to port it from JO.
  15. Nice! Who's the character in the second mosaic?
  16. This is amazing! The only thing that I don't have clear is how to make the weapon invisible and how do you weight the tag to the bones. This is using the saber droid's custom humanoid skeleton? I love what you did, droid enemies can allow so many cool things!
  17. Not related, but that legacy of kain custom look is looking pretty good!
  18. Make sure to change the gridsize and chopsize as well. this only happens in those huge maps with huge brushes.
  19. I use Open Broadcaster Software, it's much better than fraps and I can upload the clip directly to youtube.
  20. If we had the animations it would be a real possibility to implement ladders and it wouldn't be that hard. I thought of something similar, but I'd make the player's model invisible and place a fake player NPC that uses the proper animations while moving up or down like an elevator. It'd follow the proper ref_tags the map should have. It really shouldn't be that hard, the main problem is the lack of animations.
  21. Are you deleting vertices in the model? I've only got issues with seams when I've deleted some of those. How are you specifically editing the model?
  22. Can you post a screenshot of said problem?
  23. The whole singleplayer of Jedi Outcast was a unique experience in my childhood,I had incredible times playing that game in SP and then MP. In JA, way back in the day, I had lots of fun jumping into random servers and seeing the different mods and maps they had. One of the most unique things for me was that you could chat with foreign people while you played. The only reason I can speak and write in english is because of all that time spent playing. I also had a lot of fun in clan .:MOO:. and seeing the incredible things Robophred achieved with lugormod. Though, what might have been the most fun I ever had was playing MBII with all my siblings and friends at the same time, there's just something incredibly satisfying in achieving things as a team.
  24. It doesn't matter if you take a break, what matters is that now you know much more than you did when you started this
  25. That's a fair point. There's a balance that must be achieved between making allies too powerful or too weak. Then again, I do plan to make enemies much stronger than they are in base SP. I do hope to be able to have more than one planet in this mod. But for now, I'm just working on small interior locations for testing purposes. I want to have several minor factions that go beyond the rebellion and the empire, that's why there are so many Kel'dor, they are members of a small criminal gang. Will this have voice acting? It will be very limited, like in Mount and Blade or The Legend of Zelda. That allows me to create interesting dialogues without worrying about the quality and quantity of voice work. I want the characters to be able to have cosmetic changes and functional ones. For example, a character could have different wardrobes which shouldn't make a significant difference in it's stats, but it should also be able to have different gear, like jetpacks or those shields the assassin droids have. I guess it will depend mainly on the time I have to implement those things I am trying to figure out a skill system for the followers. I might make something similar to the force powers menu in base SP but instead of increasing force powers, it should improve stats like health, armor, firing rate, and others.
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