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Nikomaru14

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Everything posted by Nikomaru14

  1. Those abilties are hard coded to the npc named kyle_boss. The only way you would be able to have a different npc do them is make a different npc named kyle_boss, but you would only be able to have one kyle_boss in your game at a time. There's no easy way around this with scripts, you would need a much more complicated mod that changes the game code to be able to have multiple npcs with kyle_boss's abilities.
  2. If you have any other ideas for simple scripts like this, I'd love to hear them. Also, if you guys would have any interest in me uploading a collection of animation scripts I made as well, let me know.
  3. 883 downloads

    A collection of scripts for use in single player. If you like playing around and spawning enemies and allies to fight in singleplayer, this mod is for you! --------------------------------------- -To install, simply put the niko_scripts.pk3 in the Gamedata/base folder. -To use a script: *First spawn an npc using the command "npc spawn (npc) (name)" in the console, for example "npc spawn stormtrooper bob". You must name each npc something different for it to work properly. *Use the command "runscript (npc name) (script name)", for example "runscript bob no_weapon" List and description of each script: altfire - npc will use alt fire only no_altfire - npc will use normal fire only no_weapon - empties npc's hands and makes them stand still no_force - takes away all force powers from an npc (*not exactly how I wanted it to work, may need revising) armor0 - sets npc's armor level to 0 armor50 - gives npc 50 armor armor100 armor200 armor500 armor1000 armor2000 armor3000 armorinf - gives npc infinite armor, they cannot die shoot1 - makes npc shoot very fast shoot2 shoot3 shoot4 - about normal speed shoot5 - makes npc shoot slower dist-1 - sets distance that friendly npcs follow you to extremely close dist0 - normal following distance dist2 dist3 dist4 - farthest distance for npc allies to follow you invince - npc cannot take damage and cannot die killable - npc can be killed, can be used on boba fett class no_fall - npc does not take fall damage and cannot die from falling undying - npc still takes damage but cannot die calm - makes npc forget current target and lower weapon crouch - makes npc crouch lookatme - makes npc look at you, eyes follow you dont_follow - npc will not follow you follow_player - npc will follow you switch_player - switches npc to player team, friendly switch_enemy - switches npc to enemy team ignore_all - makes npc ignore everything and just stand still, turns off ai for that npc ignore_enemy - npc will ignore all enemies and not attack but act normally otherwise notarget - this npc cannot be targeted by other npcs, npcs will not attack them noclip - turns on noclip for npc
  4. Nikomaru14

    Dermot VM

    The link to the download does not work...
  5. Not sure exactly what build it is that changed it. I had a really old build from 2014 installed and then I just now updated to the most recent one. That probably is not very helpful for you though, sorry. That's just the one crash though, the occasional lightsaber crash was happening on that old build too.
  6. I think then I'll try out jk enhanced and see if it crashes less for me. That might be the better option for me for the time being. And I just discovered another crash whenever a specific one of my custom npc's swings his sword. This just started when I updated to the latest build.
  7. I just wanted to say that I'm experiencing this too. When fighting a lightsaber wielding enemy, or two npc's are fighting, it occasionally crashes. It is more likely to happen the longer the fight goes on and the more npc's in the fight. I am using the latest build, but it happened for me on older builds as well. I'm on windows 8.1.
  8. @@Asgarath83 Thank you very much sir! Exactly what I was looking for!
  9. Can someone make a flame saber that doesn't replace any of the default saber colors or effects? Not sure if this would work, but you could make a .efx file, set bladeEffect in the .sab file to that, then disable the lightsaber blade. How I imagine it is like plumes of flame coming from the hilt making up the blade. I would do it myself but I have no clue how to make .efx files.
  10. I don't know for sure if JA enhanced will work, but I know that I used to have an older build of openjk installed with kotf. It worked fine for me. I would imagine it would work similarly since JA enhanced is based off openjk but the only way to know for sure is to try it.
  11. So I apologize in advance if this has already been asked somewhere (and I'm sure it has) or this is just dumb. But I was wondering why the bryar pistol doesn't work in JA for the player. You can give it to an npc, you can spawn one and pick it up, but it won't show in your inventory. Any way to fix this without replacing the dl-44 pistol? Basically I want to be able to use both pistols and want them to have different properties and effects. Are there any mods that have this fixed?
  12. Thanks for the replies, didn't think so. I was just trying to make a jedi npc not be able to dodge the disruptor weapon. I will just use a different npc. But how would you make an npc that uses a lightsaber not be able to force dodge the disruptor? Even when I give them 0 force points, and set all force power levels to 0, they can still dodge it!
  13. Quick question, is it possible to change an npc's class through icarus scripts? -- I mean in base game or openjk, not by changing the game's code or anything.
  14. Thanks everyone! I think I'll look at the scripts from ja+ for some ideas and inspiration. Then I'll see what I can do. If it turns out completely awful, I might see if I feel like learning dragon or blender.
  15. I've recently been doing a little scripting using animations for cut-scenes and background characters and such, and I have a kinda trivial question. Are there dancing animations for like a cantina dancer in base JA or any mods that you know of? I cannot find any. If not, what are some animations in base game that could be linked together to kinda look like a dance? I wonder if someone has done this before. One last thing, I'm sure I'd figure it out, but how would you link together different animations like that to make it like a continuous dance that they won't stop doing. Use a loop? I'm very new to icarus scripting so any other advice would be helpful!
  16. Wow, exactly what I was looking for! These are great!!!
  17. Does anyone else remember the naruto mod that was cancelled?
  18. I personally like to just mess around on big rp maps. I like that you are already including homes, apartments, and shops. Your map actually sounds pretty interesting. I'll look forward to it being uploaded.
  19. I'm really exited! I installed openjk about 5 months ago and was wondering when I should replace it with the latest build... I'll just wait for the installer though
  20. wow! such great quality!
  21. I used to use kotf quite a bit before I knew about what a scumbag he was, but I recommend you get the things that were in kotf legitimately. It had some useful features that have now been made by therfiles. Npc spawner: NpcSP Camera adjuster: CamSP Better Character Chooser: Character Chooser The skins and models, as well as maps, can be found scattered around this site and filefront. Here's a nice hilt pack: SW Hilt Pack I don't know of any mod packs for the models/skins and maps, except maybe you could use the ones from Movie Battles...? The missions in kotf were kinda dumb, you could just open the map and spawn in npcs to recreate battles and forget the cutscenes. If you just want a total conversion mod, there's a lot of great ones: Dark Pastime, JA+, Movie Battles, JK: Enhanced, and more (probably forgetting a lot). I just think it's best if we stopped using kotf and let his infamy die off, especially when you could be using much better mods that were made legit by the community.
  22. There's actually a bug on this map in sp where the swoops keep spawning non-stop until the game crashes. If you could include a sp map without the swoops that would be helpful.
  23. Thank you, I'll see what I can do with it.
  24. I have a custom skin of a model and I want to make it appear like a hologram (or force ghost). I have seen this done before and believe it has to do with shaders, correct? I don't know much about shaders, but they don't seem too complicated. Could someone direct me to a tutorial or tell me how to do this, because I have not found much talk about it. Thanks in advance!
  25. Believe it or not, http://jediknight3.filefront.com/file/Robocop;107781 It's not really that great, but it's something!
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