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Imrightyourleft

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Everything posted by Imrightyourleft

  1. Thanks for your responses and for all the info. Only trouble is that I've been advised against using OpenJK with JK2 SP as it's buggy and unstable. I've already tried it with JK2 SP before and couldn't get past the main menu.
  2. As the title says - how do I go about raising or lower the amount of damage that a weapon inflicts on an NPC? I've checked the weapon.dat but I can't see anything which changes this...?
  3. Hello again, I would be very appreciative if someone could help me overcome these bugs in SP JK2 in the Steam version of the game. Steam patches the latest SP version of the game to 1.03 (and MP to 1.04). The problem is that 1.03 contains at least 2 gameplay bugs in SP which I have compared and noticed do not exist in version 1.02. These are: - Turrets do not explode when defeated (no explosion effect) - Tripmines do not make explosion effects or explosion sound effects in certain scripted situations of the game (but in version 1.02 the tripmines work perfectly in these scenarios). Firstly, I can confirm that these bugs exist on a clean installed version of the 1.03 Steam SP game without any mods installed. So mods are not the issue. I have tried to rollback to 1.02 but the Steam version of the game does not allow you to play SP 1.02 without the disc (error message appears when loading level - 'no CD in drive'. Might seem trivial to some but these bugs are annoying the hell out of me especially when the game runs perfectly on 1.02. What can I do next? Thank you!
  4. I did, thanks mate that's what the issue was. I had to drain the ammo to under 300 in game (after altering the weapon.dat values) that's what was causing the issue.
  5. Hi, I seem to be having a new problem which I haven't had before. Despite changing all the weapons.dat ammomax values to 300 for E-11, the max ammo count seems to be stuck at 500 and I don't know why. Please help me rectify this. Thanks.
  6. Hey there, I have been thinking about a couple small features regarding guns which I think would add to the general immersion of gameplay in JO/JA, but which I unfortunately (and embarrassingly) don't have a clue as to how to achieve (at least one of them). 1 - The first is I think quite a small and pretty simple change - I have a small understanding on how to accomplish it but I want to be sure. Basically, according to the Wookieepedia and other SW sources, the E-11 blaster rifle and the blaster pistol use power cells for their ammo supply - not 'blaster packs' as is the default ammo supply set in the games. I'm sure there is a way to alter the default ammotype for whichever weapon one chooses - how could this be achieved and incorporated in to the game in a practical way? I'm almost certain this is possible since power cells are already used for other weapons such as the Disruptor and Bowcaster (not sure about the Bryar pistol although I think this too relies on blaster packs as its ammo source). weapons.dat and changing the ammo type? 2 - This is a trickier consideration as it regards animations but I'm still sure it would be possible and would be a cool addition for immersion/realism lovers. It concerns reloading. Now I know you may initially think (as I did) that reloading is either unnecessary in a SW game or mostly unnoticed in the SW universe, but it still matters nonetheless because it still happens despite being overlooked. Sure, it could be argued that not all weapons reload (but rather overheat) but rifles definitely do have a reloading process. Anyone who has played Battlefront 2 will have noticed that there is a basic reload 1st-person animation, in which the gun is simply lowered down, out of the frame, a small reload sound is made, and then the rifle raised again back to the idle position. That is the kind of thing I'm looking for - a basic animation which still acknowledges the presence of reloading. Now if someone could only use that same animation from Battlefront 2 and incorporate it into JO/JA, or at least tell me this is possible and agree it's a nice idea, that would be amazing! Thoughts?
  7. Wow, thank you for sharing all of the that useful information. Right now, I'm like you used to be, just getting started on coding etc. so I'm going to need more practice and knowledge regarding this before I can consider serious modding on the scale that I desire. But what you shared gave me a valuable insight. Thanks again.
  8. Yep... just found it. Thank you. P.s. I appreciate all your replies to my queries.
  9. This has been driving me nuts... In Jedi Outcast 'assets0.pk3' (I assume) where the heck can I find the default .cfg file which controls the Kyle health parameters so that I can alter them? (Defaults being 100, 100, 75, 50) I'm aware of the npcs.cfg in ext_data where I am able to alter npc attributes, but if you look carefully you will notice that the 'Kyle' section has no health attribute to alter. It just isn't there. It's probably something simple that I'm overlooking, but where the hell is the .cfg file so that I can alter Kyle's default health for each difficulty level? Many thanks.
  10. I've seen this a few times, but I can't find any mod. Bascially I'm looking for someone to point me in the right direction to where I can find the mod that enables this? Preferably SP. Thanks.
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