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Nikomaru14

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Posts posted by Nikomaru14

  1. I know some of you are probably thinking, "Oh great... him again...", but I have a small request for OpenJK. (And yes I read the faq and know you don't want me to give a gameplay change request, and this isn't really that) I was thinking that you should add a new npc class that acts like boba fett but is killable. This way mods can be used to create bounty hunter npcs that aren't immortal. By adding a new class it won't interfere with the scripted events of the t3_bounty level. I got the idea from this topic: http://jkhub.org/topic/3782-how-do-i-make-class-boba-fett-die/ They explain how it is done, but it should be relatively easy as far as I know.

     

    You're probably thinking, why don't you just fork the project on github and do it yourself? Well, I tried but I am not a coder sadly and quickly got overwhelmed. Just a suggestion though, thanks for humoring me.

  2. yay! Thanks for making them! Ok so there's not really a cannon picture of his hilt up close yet, but these are some pictures that show how others have interpreted it. The top picture is my favorite. You would probably have to incorporate a little of your own design on parts of it, though. 

     

    https://jkhub.org/images/MH1dHyt.jpg

     

    http://images1.sw-cdn.net/model/picture/625x465_2924581_7820978_1420261537.jpg

     

    http://fc06.deviantart.net/fs70/f/2014/351/b/5/lightsaber__kylo_ren__the_force_awakens__by_thehatter_10_6-d8a6ayv.png

  3. Hi Rooxon, I was wondering if you could make a hilt for me. This has been done before but not extremely well. Its Qu Rahn's lightsaber, basically Kyle's hand-me-down saber from dark forces 2.

     

    http://jediknight3.filefront.com/screenshots/File/109931/1

     

     

    and, not requesting it or anything (somebody's got to already have done it by now) but just an idea...

     

    http://img3.wikia.nocookie.net/__cb20141129005402/starwars/images/4/4b/KyloRen.png

    Rooxon likes this
  4. Hi, since I recently discovered this website I thought it would be a good idea to introduce myself. I used to visit the JA filefront site quite often, but seeing as its almost completely dead I suppose I'll stay here a while. I used to play the hell out of the Jedi Knight games as a kid and a few years ago I started to try modding. I went on a little hiatus but now I'm back. I mostly do skins and npcs but trying to get into modeling and scripting (nothing too difficult or amazing). I usually only post when I need help, but I want to try to be more active on the forums now. The files I make I usually just use for myself but there are some pretty cool ones I might upload.

  5. Ok I did what you said and it works, but is there a way to get the same npc to follow again? Is there like a default script to run?

     

    Another thing I noticed is that when I name multiple npcs bob, only the first one will not follow when I run the script. Any way to do this for multiple npcs at once or should I just stick to naming them bob1, bob2, bob3, and so on and then running it for each?

  6. Let me first off say that I have no clue how to script or code JA so I might be completely stupid about this topic, I just make skins and npcs. I was wondering if there was a way to get all good npcs to not follow you, and then be able to toggle it off (in game) where they would resume following. Not just simply freezing ai because I want them to fight enemies but not follow me. I mean for it to work in any map not just one with a specific script for it. I saw the mod NpcSP has a button for this but it isn't compatible with the mods I have installed.

     

    Thanks in advance for any help.

  7. I make my own npc's and vanilla JKA has a limit on npc files that can be in the game. If there are too many it gives an error code when you load a game. OpenJK took away that error code so you can have more npc's in your files at once, but i think I hit another limit.... So I was adding more npc's and then I tried to spawn tavion_scepter, and got the error in the console "could not spawn npc". It seems that some of the npc's alphabetically at the bottom of the list have stopped working. 

     

    So I know that to "fix" it I just have to take some of my npc's out, but is there any way around this? If not would there be any way to fix this in later versions of OpenJK?

     

    edit: Just to clarify, I don't get any error when loading or a crash at all.

  8. Hi, I'm new to the site but have been working with mods for JA for years now. I recently installed openjk to get rid of the npc file limit. I installed it over my JA game which already had a ton of mods in it including Knights of the force. KotF is a pretty extensive mod but one thing it does is adds a dismemberment option in the settings menu. Of all my mods this is the only thing that openjk messed up when i installed it. The option disappeared. I tried the old way to get dismemberment by changing some options in the openjk sp config file and i got dismemberment to work, but its really really rare for it to happen, only one limb can come off on any body, and its usually just an arm. So how do you enable the more realistic dismemberment in openjk? Like having more than one limb come off at a time? By the way I only care about single player dismemberment.

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