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Everything posted by Noodle
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These matches were a lot of fun, specially the arms race to get the rocket launcher.
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Good to hear that it works in JK Enhanced! One of the things I did to add more variety to each different attempt at defending the facility was to add a script that would make some of the rebel troops different each time they spawned. Not only do they spawn with different faces (I thought it was odd that all rebels looked the same), they also spawn with different stats and weapons. That means that some of them will use alt-fire, some of them will have better aim and shields, and some of them will spawn with a DEMP 2, which allows them to kill the AT-STs with ease. That also adds a factor of luck in each game, sometimes the rebels will be equiped poorly, and sometimes they will be almost impossible to beat. I don't know why it happens, but I think that there might be something code-related that makes NPCs prefer to shoot at the player, rather than other NPCs, I think it might be since the player is a bigger threat. Though, I will use some scripts to make some of the NPCs target specific enemies, that'd make things smoother. I'll see if I can improve the mountains without affecting too much the fps.
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I was inspired by Star Wars Commander to do a sort of 'defend against the horde' kind of map. My idea is that you're an imperial stomrtrooper doing guard duty outside a poorly protected mining facility, which is an ideal target for rebel forces. Since it's kind of hard to take screenshots, I thought I could perhaps share with you what I've done so far. To download the map, follow this dropbox link: https://www.dropbox.com/s/ewh250uz0ztxxhb/ImperialMiningFacility.pk3?dl=0 It's a singleplayer map, if you want to check it (ideally on OpenJK, since I don't know if it works in jasp), place it on your base folder and ingame just type on the console 'map imf'. Some of the NPCs were done with models taken from other mods: Credits to the following modders: Vade Parvis, for his Imperial Army Troopers Pack. HapSlash for his Gweth model (which I recolored and added some stuff to). Oldenburg for his Female Imperial Officer's head. Jeff, cause' I used parts of his Juno Eclipse and Rebel Marksman models. Also, I recommend to check this map with minilogoguy18's High Resolution AT-ST, and any Stormtrooper replacer, since they looks better than the base ones. This is my first try at skinning and doing this kind of map, so any advice will be helpful. You can also help me by telling me if there's any bug, if you have a cool idea I could implement in my map, or if you've a nice model you'd like to see me use as an enemy (or allied) NPC. I've seen some really cool rebel aliens, but I don't want to bastardize many things without proper permission from the authors. Some pics of the modified models: Rebel Saboteur Imperial Officer Rebel captain.
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My favorite games in the world are Jedi Outcast and Mount and Blade, neither have good graphics. What would we win by doing the game again in a new engine, if we can keep working on the old one?
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Assassin Droid Shield Detection Issues
Noodle replied to FlemoidusMaximus's topic in Modding Assistance
Is there anything in the code related to Galak Fyarr's shield from Jedi Outcast? That shield was similar to the assassin's droid and it could be damaged. -
That looks really cool!
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It's an ideal date, I hope I'm avaiable!
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I'll try to be avaiable during the weekends!
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I'm looking for some input since I want to make my singleplayer game a little bit prettier. What are some good mods that replace the default stance for gunners? So far I've only found mods that replace the lightsaber stances and I don't really mind those. Do you guys have any recommendations?
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Oh man! I had been looking for this map for ages!
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We should be thanking for this awesome mod.
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Skyrim Skeleton by... well.. skyrim o.o
Noodle replied to Maui's topic in General Modding Discussions
I'd like to have it. We will finally be able to play as Uncle Owen and Aunt Beru's skeletons. -
That could be. I've a lot of old files laying in my Jedi Academy folder, and the problem got fixed when I asked my brother (who's not having any problem in his computer) to share his gamedata folder with me.
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For some reason I keep getting an annoying error that doesn't let me start the game, it says: "Couldn't initialize refresh" when I open the Run JKGalaxies.bat file. My jkgalaxies folder is inside my Gamedata folder.
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Too hyped for this!
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- 6 comments
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- Team Support
- NPC Support
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(and 2 more)
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I like your ideas, hopefully they can be implemented in some way, since they allow strategy to become even more important.
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func_static that can be moved with Force Push / Pull?
Noodle replied to Spirit's topic in Modding Assistance
I did a small map and script file you can check to see how to make this work. https://www.dropbox.com/s/18c1zlpdu9sq1g0/pulltest.rar?dl=0 /devmap f_pulltest to see it ingame. Also, open the .map file in GTKRadiant so you can see how I managed to make the crate movable. Remember, you must add an 'origin' brush in your func_static entity, so it moves without issue. -
func_static that can be moved with Force Push / Pull?
Noodle replied to Spirit's topic in Modding Assistance
That'd be smarter, yes. -
func_static that can be moved with Force Push / Pull?
Noodle replied to Spirit's topic in Modding Assistance
It's not a moving object, what you're doing when you push or pull it, it's just to triggering an event you have to set up. I'm not sure what you need to do to make this work, but you probablly need to do the following 3 things: 1) Create a script telling this specific entity to move to a specific place. 2) add a ref_tag entity that tells the func_static where to move. 3) Link the func_static to a target_scriptrunner, so when you pull it, it'll activate the script telling it to move to the ref_tag you previously created. I might try to do this later and show if it works. -
Someone talented could always reskin the hazard trooper to make it similar, at least in it's color scheme.
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Oh boy!!
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I did! Didn't extract a single thing. The error that apperas states the following message: "Couldn't load mpdefault.cfg The crash log was written to (Crash log location)" But if I leave the folder, untouched, in the Star Wars jedi Academy folder, it works without a problem.
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There seems to be a problem with the installation instructions in the Readme. It says that you must place the folder inside the Gamedata folder, but when you do that, it doesn't find the assets and crashes. I tried installing it the old fashion way, by placing the folder on the Star Wars Jedi Academy folder, and it worked like it usually does.
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GMT 4