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Posts posted by RebelChum
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Hey folks,
Sorry to make what is probably a super redundant post, but I can't seem to find any good tutorials for ICARUS scripting when it comes to what I imagine are basics.
Specifically,
1. Spawning NPCs
2. Triggering things using their targetname
3. Moving NPCs, brushes, and models.
Are there any good tutorial series out there that go over these basics?
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Congrats Art! And yes, great submissions!
Thank you for the votes on mine, too, everyone!
Artemis likes this -
A more seamless experience. Problem is, I'm not sure if this is even possible.
We gotta be getting close. I mean, if people can entity edit in entire new areas into base jka maps then why can’t it be done on the fly?
The vis (lighting) might suck though...
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What I mean is, you can't have too much stuff loaded at once or the game will crash. So instead when you go to another map, it somehow clears all the current stuff out of memory and loads the next map without disconnecting from the server.
So basically removing the loading screen and retaining kills and all that?
Despite it being a huge undertaking you’d have to reset everyone’s position to spawn points in the new map anyways least they appear in a newly formed wall.
And what’s the end goal? Retain kill score? Maintain persistent multiplayer lobby?
I think a cooler solution would be to somehow put JKA chat into its own widget which stays during loading screens so people can continue to tell each other that their mother sucks at base while mp/ffa3 loads.
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I see, is that because the source .avi is in 512x384?
I’ve only ever done .roq related stuff once and I recall distinctly that it had to be squared texture style because I raged at how awful it looked in game lol... was some time ago so I could be mistaken. Maybe it’s just an issue with the .avi. Good call uploading it. I can try doing it on my end and see if it works any better for me.
Droidy365 likes this -
@@Droidy365 Does it work in game?
Could it be a problem with the dimensions? Your QVM window shows, at the bottom leftish, WxH 512x384. Don’t they need to be in the powers of two just like textures? It may have to be 512x512 but I’m not sure.
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No plan to I was just thinking about how I would go about it in theory.
Seems like it would require a modeller with the complex curves and angled curves.
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Honestly I wouldn't even be sure where to start with the hut. Obviously it would have to be built massively oversized to fit all the detail in there and then made into an .ase to scale down. But looking at the curves of the windows etc. and and not only doing the rounded edges but also having them angled is just intimidating lol
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Think he died down in the main area. One, Luke was actually able to fit. Two, if you are elderly and on the verge of dying you’re probably not gonna be making the trip into your attic crawl space bedroom rofl.
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I suppose that hollowed out space up top for the bedroll just leads right into the top of the dome. Dunno if it ever had an upward camera angle in there... guess I have an excuse to rewatch ESB/ROTJ again lol!
ZanderNao likes this -
Is there some cross-section or map layout of Yoda's Hovel? I can't seem to find one.
bigphil2695 likes this -
yeah its not bad at all u are welcome to come join us with mapping as well if u like
Oh yeah right there's no way I could make something of that quality!
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This boggles my mind that this is possible in JKA, lol
Smoo likes this -
Aren't all of the water shaders that come with the game already opaque?
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I think that the problem is that in order to pull off a convincing looking Dagobah the vegetation and tree canopy needs to be extremely dense - something just not incredibly feasible in JKA without destroying the user's frame rate. Maybe it could be done if it was just Yoda's Hovel and the immediate surroundings.
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All I can say is, "Bye, Felicia."
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Just make sure to change all the moves to the pull stab animation in the .sab file
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You can see Yoda (player) scaled down via NPC in SP against another (spawned) NPC.
NPC File
Yoda_TFU { playerModel YodaTFU weapon WP_SABER saber single_32 saberColor green saberstyle 1 FP_HEAL 3 FP_LEVITATION 3 FP_SPEED 3 FP_PUSH 3 FP_PULL 3 FP_TELEPATHY 3 FP_GRIP 0 FP_LIGHTNING 0 FP_SABERTHROW 3 FP_RAGE 0 FP_PROTECT 3 FP_ABSORB 3 FP_DRAIN 0 FP_SEE 3 FP_SABER_DEFENSE 3 FP_SABER_OFFENSE 3 forcePowerMax 400 forceRegenAmount 400 forceRegenRate 50 rank commander reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 scale 45 width 11 crouchheight 22 playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY class CLASS_KYLE health 1000 earshot 5000 visrange 5000 hfov 160 vfov 90 vigilance 1 hfov 180 vfov 180 runSpeed 250 // race human snd YodaTFU sndcombat YodaTFU sndjedi YodaTFU dismemberProbHead 0 dismemberProbArms 0 dismemberProbLegs 0 dismemberProbHands 0 dismemberProbWaist 0 }
So essentially in the newgame_first.menu you just set the g_char_model to one of the .npc names and the player will inheret the scale from the .npc file?
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I simply modified the scale of the Player NPC, although it only worked in cutscenes and didn't affect the actual gameplay. Haven't tried the aforementioned BehavED command though, so if that works you could theoretically modify the mission start scripts so that they change the player scale during the gameplay as well.
Hmm, per this other thread - https://jkhub.org/topic/4385-cheatcommand-help-scalesize/ - I guess it doesn’t work.
If you do /playermodel jawa in SP you become short per the .npc file, right? I wonder if it’s possible to force that command for a different npc via scripting.
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So it seems that the only way to make the protagonist taller or shorter is to adjust the height of surrounding NPCs?
Or is there an entry in the .npc file that governs “player”? Isn’t that entry typically used for fakeplayer cutscene duplicates?
How did you get it to work, @@Ramikad ?
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Concept: Possibly have the main character in an SP mission be either shorter or taller than the default value.
Is there a way to define the modelscale of the player in either the newgame_first.menu or via icarus scripting?
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I don't know if it's common but it has happened to me before.
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They're not... going down the wrong way under the terrain, are they?
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The model is nice! I obviously mean no disrespect, but this is Luke Skywalker in a new Star Wars movie. Someone should just give him his own new model!
ya u
Basic ICARUS Fundamentals I seem to be Missing
in Modding Assistance
Posted
Thanks for all the help Ramikad and very useful links!
How would that work for moving a model? Adding a model key/value to a func static or using a misc_model of some sort? Is it even possible to move a model?