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Spirit

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Everything posted by Spirit

  1. I'm just wondering, how can I make skins like stormtrooper officer, imperial officer and commander etc selectable in the multiplayer menu? I know that one way is to clone the skin file and put defualt_ in its name, eg.: imperial/officer won't appear in the menu, but imperial/default_officer will. However, such cloned skin are not visible by others in multiplayer, so sticking to my prievous example, if I would to use my imperial/defaultofficer skin, others would see a plain imperial instead of an officer... that's not good. How can I add these alternative, "hidden" skins to the multiplayer menu in a way that others can see it too?
  2. Old versions of lugormod had Tavion and Desann stances if you trained your saber offense skill to 4 and 5 respectively. I have no idea how they did it, but my guess would be that it was a workaround with .sab files, as you could use Tavion style by using the /saber tavion command even after the stances themselves were no longer available.
  3. Is the mod dead? I wanted to check out the current version of it but the dropbox link in OP returns a 404.
  4. Very nicely done! I realy liked the conversations and cutscenes you put together. Will you make more new missions? That would be lovely.
  5. Nah, that'd make him waaay too OP. Besides that, it would not work. The CD immediately starts the Dark Rage when engaging, and as soon as that animation ends, he explodes. While he is in that animation, he can't use other Force powers.
  6. Just to make sure that everyone knows: I suggested it for 2 reasons, one being that opening a door only to find a destroyer on the other side while being chased by godzilla would be great lulz, the other reason is that using grip + push the destroyer could be used against the mutant rancor, to slow it down at least.
  7. There is another cultist variant that's not used, the cultistcommando. He has dual blaster pistols. I think the commando could be used on Vjun3, while the destroyer could have its place on Tanaab (t3_stamp), or Kor1/2.
  8. Why not just hold down the use force key, and when releasing it, the force power would be triggered? Force Jump works this way in JK1. Ah btw if you jump too high and smack your head into the ceiling, you take damage in that game. Yep, fixing the Cultist_destroyer would be nice. I guess either vehicle explosion graphics could be used, or a fancy new animation, like Darth Nihilus' death in KotOR II, but with a bigger BOOM -skip to 4:00. I think the cultist_destroyer behaviour is hardcoded for any NPC with that name, so there is no need to mess around with force powers. Force Pull: it would be great that if you aimed directly at the saber of your opponent and used pull, and they failed to block, you could disarm them similarly to the Kyle_boss npc.
  9. Seems like a good idea. Alora_dual can throw both of her lightsabers, perhaps dual and staff saber throw could be allowed at throw lvl 4 and 5 respectively.
  10. I used to love lugormod and was breddy gud at it, usualy I was in the top 3 on the dueling scoreboard, but it has some serious issues, staff spam and grip being insanely broken is the worst. Also, dumb map builders who put free infinite ysilamiri and concussion rifle on the same map.
  11. Too bad. Porting is exactly what I wanted to do. A Multiplayer-KotOR on JKA engine is something I wanted for long.
  12. Semi-related: I know that someone once made a KotOR pack for JKA and Lucasarts/Bioware gone quite batsheet crazy about it. It was quite a few years ago. Do you think they still frown upon such a thing? Also, I tought that when JKA became open source it pretty much become an abandonware?
  13. I'd greatly appreciate a tutorial for adding force powers to SP.
  14. IMO we should stick with canon Force powers. http://starwars.wikia.com/wiki/Force_power So no "Force Wookie" like things Unfortunately, afaik there can not be more than 32 force powers in the game. That's why I proposed that we add an "alt fire" key for force powers. By the way, speaking of secondary functions, I think that Mind Trick could have one too: When Mind Trick lvl 3 or better is used on a Wampa or a Rancor, they should be turned into their vehicle variants. Lvl 3 would be required to tame a wampa, lvl 5 to tame a Rancor. This implies that their attacks should be fixed, so the player riding on their back could use the beast to attack enemies. When abandoned, they should return to their normal behaviour after a minute or two. The game should automaticly assign npc vehicles with the corresponding name to npcs, for example, if the power is used on a Wampa, it would be turned into a Wampa_vehicle, if used on randomcrap, it should be turned into a randomcrap_vehicle, if there is one. One of the statistics of the NPC could be used to determine if the beast can be tamed with the current level of Mind Trick. For example, the Intelligence stat. So if the NPC has a _vehicle version AND the Jedi's Mind Trick level is greater or equal to the NPC's Intelligence stat, and the NPC's class is not CLASS_ATST (to prevent players from taming an AT-ST ), then the NPC could be "tamed" and used as a vehicle. >inb4 modders create a stormtrooper_vehicle and ride around on the back of the poor bastard.
  15. Swapping Force Grip to Telekinesis seems to be a frequent topic in the community, perhaps it could be done with the combo key I proposed earlier? I mean, pressing this key then using grip would result in Telekinesis, which can lift up and move droids and allies, as well as inanimate objects, but does no damage. Force Throw could be executed by lifting up something or someone, then using Force Push on it. I'm thinking about making special NPCs that look like map objects, and deal damage to entities when colliding much like NPC vehicles. However, I'm not sure if attaching these objects to the map would be possible. I mean, do you remember when Darth Vader was throwing pipes at Luke? He torn those off the wall.
  16. Far Sight is quite interesting. I guess it should be much like spectator mode.
  17. Perhaps another way would be creating a "combo key" or "alt fire key" for force powers? Like, if it's pressed, then a force is used shortly afterwards, the combo variant would be used.
  18. Combos would be great, as they would allow more force powers and variety. I'd fancy combos that involve movement keys. Here are some that come to my mind: W+S+lvl 3 or better lightining= KotOR style lightning storm attack W+S+lvl 3 or better drain= KotOR style "Force Death Field" W+S+heal=team heal (so the current team heal can be made into something different) W+S+force push lvl 3 or better= force repulse or force wave Force speed lvl3+better+W+Jump (so the currently existing dash move)+melee kata=a huge force speed/jump assisted kick, preferably with the knee, that can do serious damage to human sized enemies, as well as knock them over and send them flying a few meters.
  19. This is kinda good, I have tought of it too. How it could work is that organic enemies that don't have force sense/sight would be stuck in the "cower in fear" animation, this is what jawas do when you corner them. I guess it would be fair if they could retaliate if you attack them tho. I also have another one: Force Deadly Sight: while active, every NPC and player in front of the Jedi sustains damage. The range and damage of the power is amplified at higher levels. The more entites are caught within the Jedi's field of view, the less damage they take individualy. Can be resisted with Force Absorb. This would need a new animation for the victims too, they should wiggle around like if they were on fire, and some particle effect like in JK1 would be cool too. When someone dies because of the power, their bodies should be disintegrated.
  20. It'd be great if JKA had some more force powers, and 5 instead of 3 lvls, perhaps JK:E can do it? Here are my ideas: Force Destruction: the (dark) Jedi launches a powerful blast of Dark Side energy, which manifests itself as a projectile that detonates on impact. Force absorb can protect against the blast completely, but only mitigate the effect of a direct hit. Higher levels of this force powers should do more damage, and perhaps at lvl 4-5, the projectile could home on the target a little. Force Crush: The Jedi uses telekinesis to crush the body of an enemy. I actualy made this once with a script on a lugormod server. The Jedi makes a hand gesture when using the power (I used slowed down force pull animation), unless resisted, the targeted individual will play the lvl1 dark rage animation first (body slightly lifts off the ground, arches back, arms spread), then play his/her "falling to death" sound, -at this point the target starts to receive damage-, and finaly, the "hitting ground hard" sound would be played, (for droids, something else would be ideal), and the target suffers massive damage/dies instantly. The force power could be resisted by using Push/Pull/Absorb. Higher levels of this force power should do more damage, and the whole process of crushing the enemy should take less time. Force Camoflage: The Jedi renders him/herself invisible with the Force, the effect is the same as using a cloaking generator. Unless the jedi fires a weapon, uses a lightsaber or offensive force powers or gets close to them, non-force sensitive enemies won't notice him/her. Taking damage will disrupt the effect of Force Camoflage, as it requires perfect concentration. While active, FP would be consumed. At higher levels, less FP is consumed by the power, it can be maintained for longer time, the jedi can get closer to enemies without them noticing him/her, and more damage is required to disrupt the camoflage. This would be a Light Side power. Force Body: Not useful by itself, but while Force Body is active, the Jedi can continue to use force powers even with depleted Force pool, at the expense of health. Like Dark Rage, this power could not be used if the jedi has less than 10 health. Higher levels would drain the health of the Jedi less. This would be a Light Side power.
  21. I have a general understanding of programming. Should be enough to understand how it works. And thanks for the link.
  22. Strong and staff can still beat it relatively easily, but on the other hand, beating someone who is skilled with a staff saber is borderline impossible with a single saber and even duals. Especialy with all the exploits (blade switching, ground butterfly etc).
  23. Hey, I want to add some new force powers to JKA, Force Crush and Deadly Sight mostly. Is there a way to do it? Also, making 4 and 5 levels of force powers? I want to use it in SP. Do I have to touch the code? JKA is OS now, but I have no idea where to start. Can someone help?
  24. Tavion all the way. Excellent speed, and even better range, damage output is very decent, and hardcoded bonus for parries and disarming enemies. And it's also graceful, it's quite similar to Form II. You get the speed of fast style with the damage of medium and the range of strong, with defense that surpasses even dual sabers'.
  25. Great! I was looking exactly for something like this to make my personal playermodel. This is definetaly a good start, but please improve it, the textures are extremely low quality, and the scarred faces look horrible, all blocky and distorted. Also, for some reason, in the character creation menu all the legs and with a single exception all the torsoes are invisible, noone else complained about it so I guess it's my problem, any ideas what causes this? NPCs appear normally. EDIT: ok I think I found the problem, some of the .skin files have incorrect path. I also noticed however that the model itself has some holes in it, for example, on the KOTOR skin, the neck is much thinner than the torso's neck part, resulting in a huge gap, there are also smaller ones at the shoulders and at the base of the hood, when using the head with hood and without mask. The shape of her arms are also kinda strange, the shoulders are kinda swollen, as well as the whole torso. But as I said, this is an excellent start, so just keep up the work and it will be perfect in no time.
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