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Fuse294

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Everything posted by Fuse294

  1. Fuse294

    Force Blind

    That fixed it, thanks.
  2. I'm literally just using the usual one without color...
  3. That's a pity :/
  4. Yey, finally some real server activity =D

  5. Fuse294

    Force Blind

    Not really a suggestion, more an observation when using Force Sense at level 3, it fails to penetrate pretty much anything and it's range is bad (that might be because of the penetration issue) so you can't sense anyone through a wall, or even a pillar (tested on Ord Mantell RP and couldn't even sense someone standing on the other side of a pillar that was out in the open).
  6. The title pretty much sums it up, an extended message length before cut off would be a useful thing for any RP communities that use the mod as cutting off after only 2 lines which isn't even one line in the console, is rather short when you have a lot to say in one go. Anyway, it's just an idea.
  7. Fuse294

    Deadly Ghosts

    I've noticed an issue that when you use /amghost, it causes the server to crash and restart, it's possible it's just because of the build I'm using but I wasn't sure.
  8. Better than anything complicated.
  9. Todays Update: Improved lighting of the flames to brighten dark rooms more.Added Triggers to all Hostile NPC spawners so they activate only when you reach the trigger, not upon map load.Added a small 'Checkpoint' with health/shield drops.Replaced the water texture so it looks like running water and added waterfall mist.Added NPC room, with 2 Sentries.Replaced the surface textures of the Force Push buttons with their correct Force Push symbol (ported from Jedi Outcast).Changed the ceiling lights so they no longer have 'boxes' around them and look like they are part of the ceiling.
  10. OH THANK GOD I ALMOST HAD A HEART ATTACK, my map fucked up and I thought I'd lost everything but luckily, I had a restore point from the 25th so I just need to alter what was added back in..

    1. Show previous comments  10 more
    2. Cerez

      Cerez

      Pendrives have been around for shorter, and so we've only been able to test their lifecycle for the last 10 years, but yeah, I was surprised, too. This new information makes pendrives a great backup storage solution, especially for a the kind of use we use CDs and DVDs for. A lot faster for data transfer, smaller for size, bigger for space, and pretty handy overall. Plus, they are bound to be compatible for longer as the tech trends move on, too. If you take good care of the flash drive,...

    3. Cerez

      Cerez

      ...and don't overuse it, it's the perfect backup solution. And affordable. I wouldn't use the cheapest of the cheap, but any widespread and known manufacturer's product will do, really.

    4. Fuse294

      Fuse294

      Only USB's I have were given to me by School/College so are a few years old by now.

  11. Worked out how to place triggered NPC spawns on my map =D

  12. I know someone made a hilt that was designed to breathe just for the Vader model, as you said it would only work when the hilt is active. It's a pity the game doesn't support a natural breathing mp3 in the character sounds that you could replace, the only thing I can think of is set it to loop on the desktop when you're using the model through media player. If it was an NPC you could possibly use animevents, but that would only work if you did it correctly. The Rancor one works in MP/SP but it's for the NPC's so I doubt using the model in MP would work as intended. Here's a copy of the Rancor animevent file though so you have a picture of what I mean. LOWEREVENTS { BOTH_STAND1 AEV_SOUNDCHAN 1 CHAN_LESS_ATTEN sound/chars/rancor/loudbreath.wav 0 0 0 <--- [This is that creepy heavy breathing you hear, perhaps it should be replaced with the vader breathing] BOTH_STAND1TO2 AEV_SOUNDCHAN 5 CHAN_LESS_ATTEN sound/chars/rancor/rancor_roar_02.wav 0 0 0 BOTH_STAND1TO2 AEV_SOUNDCHAN 35 CHAN_LESS_ATTEN sound/chars/rancor/misc/anger1.wav 0 0 0 BOTH_STAND1TO2 AEV_SOUNDCHAN 90 CHAN_LESS_ATTEN sound/chars/rancor/misc/anger2.wav 0 0 0 BOTH_STAND2 AEV_SOUNDCHAN 1 CHAN_LESS_ATTEN sound/chars/rancor/loudbreath.wav 0 0 0 BOTH_STAND4 AEV_SOUNDCHAN 1 CHAN_LESS_ATTEN sound/chars/rancor/loudbreath.wav 0 0 0 BOTH_TURN_RIGHT1 AEV_SOUNDCHAN 8 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 <----- [Perhaps replace with heavy footsteps or remove it completely?] BOTH_TURN_RIGHT1 AEV_SOUNDCHAN 17 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_TURN_LEFT1 AEV_SOUNDCHAN 8 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_TURN_LEFT1 AEV_SOUNDCHAN 17 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_WALK1 AEV_SOUNDCHAN 1 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_WALK1 AEV_SOUNDCHAN 17 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_WALK2 AEV_SOUNDCHAN 1 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_WALK2 AEV_SOUNDCHAN 17 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_RUN1 AEV_SOUNDCHAN 1 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_RUN1 AEV_SOUNDCHAN 17 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_RUN2 AEV_SOUNDCHAN 1 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_RUN2 AEV_SOUNDCHAN 17 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_WALKBACK1 AEV_SOUNDCHAN 1 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_WALKBACK2 AEV_SOUNDCHAN 17 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_RUNBACK1 AEV_SOUNDCHAN 1 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_RUNBACK2 AEV_SOUNDCHAN 17 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_DEATH1 AEV_SOUNDCHAN 7 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_DEATH1 AEV_SOUNDCHAN 15 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_DEATH1 AEV_SOUNDCHAN 47 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_DEATH1 AEV_SOUNDCHAN 51 CHAN_AUTO sound/chars/rancor/slam.wav 0 0 0 BOTH_DEATH1 AEV_SOUNDCHAN 57 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_MELEE1 AEV_SOUNDCHAN 1 CHAN_LESS_ATTEN sound/chars/rancor/misc/anger1.wav 0 0 0 BOTH_MELEE1 AEV_SOUNDCHAN 20 CHAN_AUTO sound/chars/rancor/slam.wav 0 0 0 BOTH_MELEE2 AEV_SOUNDCHAN 1 CHAN_AUTO sound/chars/rancor/snort_%d.wav 1 4 0 BOTH_MELEE2 AEV_SOUNDCHAN 6 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_MELEE2 AEV_SOUNDCHAN 8 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_MELEE2 AEV_SOUNDCHAN 9 CHAN_AUTO sound/chars/rancor/throw.wav 0 0 0 BOTH_MELEE2 AEV_SOUNDCHAN 16 CHAN_AUTO sound/chars/rancor/slam.wav 0 0 0 BOTH_MELEE2 AEV_SOUNDCHAN 17 CHAN_LESS_ATTEN sound/chars/rancor/misc/anger3.wav 0 0 0 BOTH_MELEE2 AEV_SOUNDCHAN 21 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_MELEE2 AEV_SOUNDCHAN 23 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_MELEE2 AEV_SOUNDCHAN 25 CHAN_AUTO sound/chars/rancor/meleemiss2.wav 0 0 0 BOTH_MELEE2 AEV_SOUNDCHAN 29 CHAN_AUTO sound/chars/rancor/catch.wav 0 0 0 BOTH_MELEE2 AEV_SOUNDCHAN 34 CHAN_AUTO sound/chars/rancor/meleemiss2.wav 0 0 0 BOTH_MELEE2 AEV_SOUNDCHAN 36 CHAN_AUTO sound/chars/rancor/snort_%d.wav 1 4 0 BOTH_ATTACK1 AEV_SOUNDCHAN 1 CHAN_AUTO sound/chars/rancor/snatch.wav 0 0 0 BOTH_ATTACK1 AEV_SOUNDCHAN 9 CHAN_AUTO sound/chars/rancor/chomp.wav 0 0 0 BOTH_ATTACK2 AEV_SOUNDCHAN 5 CHAN_LESS_ATTEN sound/chars/rancor/misc/anger%d.wav 1 3 0 BOTH_ATTACK2 AEV_SOUNDCHAN 12 CHAN_AUTO sound/chars/rancor/swipe%d.wav 1 4 0 BOTH_ATTACK3 AEV_SOUNDCHAN 2 CHAN_LESS_ATTEN sound/chars/rancor/misc/anger2.wav 0 0 0 BOTH_ATTACK3 AEV_SOUNDCHAN 24 CHAN_AUTO sound/chars/rancor/chomp.wav 0 0 0 BOTH_ATTACK3 AEV_SOUNDCHAN 30 CHAN_AUTO sound/chars/rancor/tear1.wav 0 0 0 BOTH_ATTACK3 AEV_SOUNDCHAN 36 CHAN_AUTO sound/chars/rancor/tear2.wav 0 0 0 BOTH_ATTACK3 AEV_SOUNDCHAN 42 CHAN_AUTO sound/chars/rancor/throw.wav 0 0 0 BOTH_ATTACK3 AEV_SOUNDCHAN 51 CHAN_AUTO sound/chars/rancor/chomp.wav 0 0 0 BOTH_ATTACK3 AEV_SOUNDCHAN 60 CHAN_AUTO sound/chars/rancor/catch.wav 0 0 0 BOTH_ATTACK3 AEV_SOUNDCHAN 64 CHAN_AUTO sound/chars/rancor/snort_%d.wav 1 4 0 BOTH_ATTACK3 AEV_SOUNDCHAN 73 CHAN_AUTO sound/chars/rancor/tear1.wav 0 0 0 BOTH_ATTACK3 AEV_SOUNDCHAN 82 CHAN_AUTO sound/chars/rancor/tear2.wav 0 0 0 BOTH_ATTACK3 AEV_SOUNDCHAN 89 CHAN_AUTO sound/chars/rancor/snort_%d.wav 1 4 0 BOTH_CIN_1 AEV_SOUNDCHAN 50 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_CIN_1 AEV_SOUNDCHAN 92 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_CIN_1 AEV_SOUNDCHAN 99 CHAN_ANNOUNCER sound/effects/stone_bounce.wav 0 0 0 BOTH_CIN_1 AEV_SOUNDCHAN 134 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_CIN_1 AEV_SOUNDCHAN 148 CHAN_LESS_ATTEN sound/chars/rancor/snort_%d.wav 1 4 0 BOTH_CIN_1 AEV_SOUNDCHAN 240 CHAN_ANNOUNCER sound/chars/rancor/misc/anger1.wav 0 0 0 BOTH_CIN_1 AEV_SOUNDCHAN 267 CHAN_LESS_ATTEN sound/chars/rancor/punch3.wav 0 0 0 BOTH_CIN_1 AEV_SOUNDCHAN 270 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_CIN_1 AEV_SOUNDCHAN 289 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_CIN_1 AEV_SOUNDCHAN 307 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_CIN_1 AEV_SOUNDCHAN 349 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_CIN_1 AEV_SOUNDCHAN 355 CHAN_ANNOUNCER sound/chars/rancor/rancor_roar_02.wav 0 0 0 BOTH_CIN_1 AEV_SOUNDCHAN 384 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_CIN_1 AEV_SOUNDCHAN 494 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 119 CHAN_ANNOUNCER sound/chars/rancor/snort_%d.wav 1 4 0 BOTH_CIN_2 AEV_SOUNDCHAN 149 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 170 CHAN_ANNOUNCER sound/chars/rancor/snort_3.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 179 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 190 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 200 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 214 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 232 CHAN_LESS_ATTEN sound/chars/rancor/swipe%d.wav 1 4 0 BOTH_CIN_2 AEV_SOUNDCHAN 235 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 248 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 271 CHAN_AUTO sound/chars/rancor/step2.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 326 CHAN_ANNOUNCER sound/chars/rancor/swipehit.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 414 CHAN_ANNOUNCER sound/chars/rancor/misc/pain25.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 450 CHAN_AUTO sound/chars/rancor/step1.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 584 CHAN_ANNOUNCER sound/chars/rancor/chomp.wav 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 626 CHAN_ANNOUNCER sound/chars/rancor/chew3.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 705 CHAN_ANNOUNCER sound/chars/rancor/rancor_roar_02.wav 0 0 0 BOTH_ATTACK5 AEV_SOUNDCHAN 7 CHAN_LESS_ATTEN sound/chars/rancor/misc/anger%d.wav 1 3 0 BOTH_ATTACK5 AEV_SOUNDCHAN 13 CHAN_AUTO sound/chars/rancor/swipe%d.wav 1 4 0 BOTH_ATTACK5 AEV_SOUNDCHAN 34 CHAN_AUTO sound/chars/rancor/swipe%d.wav 1 4 0 BOTH_HOLD_SNIFF AEV_SOUNDCHAN 7 CHAN_AUTO sound/chars/rancor/snort_3.wav 0 0 0 BOTH_HOLD_SNIFF AEV_SOUNDCHAN 46 CHAN_AUTO sound/chars/rancor/loudbreath.wav 0 0 0 BOTH_HOLD_SNIFF AEV_SOUNDCHAN 60 CHAN_AUTO sound/chars/rancor/snort_4.wav 0 0 0 BOTH_GUARD_IDLE1 AEV_SOUNDCHAN 13 CHAN_AUTO sound/chars/rancor/misc/gasp%d.mp3 1 2 0 BOTH_GUARD_IDLE1 AEV_SOUNDCHAN 1 CHAN_AUTO sound/chars/rancor/misc/groan.mp3 0 0 0 BOTH_GUARD_IDLE1 AEV_SOUNDCHAN 25 CHAN_AUTO sound/chars/rancor/snort_%d.wav 1 4 0 BOTH_GUARD_IDLE1 AEV_SOUNDCHAN 34 CHAN_AUTO sound/chars/rancor/breath%d.mp3 1 3 0 BOTH_GUARD_IDLE1 AEV_SOUNDCHAN 58 CHAN_AUTO sound/chars/rancor/snort_%d.wav 1 4 0 BOTH_GUARD_IDLE1 AEV_SOUNDCHAN 65 CHAN_AUTO sound/chars/rancor/misc/lost1.mp3 0 0 0 BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN 1 CHAN_AUTO sound/chars/rancor/misc/chase1.mp3 0 0 0 BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN 24 CHAN_AUTO sound/chars/rancor/step%d.wav 1 2 0 BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN 30 CHAN_AUTO sound/chars/rancor/breath%d.mp3 1 3 0 BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN 44 CHAN_AUTO sound/chars/rancor/step%d.wav 1 2 0 BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN 42 CHAN_AUTO sound/chars/rancor/misc/groan.mp3 0 0 0 BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN 67 CHAN_AUTO sound/chars/rancor/misc/choke%d.mp3 1 3 0 BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN 74 CHAN_AUTO sound/chars/rancor/step%d.wav 1 2 0 BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN 85 CHAN_AUTO sound/chars/rancor/misc/lost1.mp3 0 0 0 BOTH_ATTACK11 AEV_SOUNDCHAN 5 CHAN_LESS_ATTEN sound/chars/rancor/misc/anger%d.wav 1 3 0 BOTH_ATTACK10 AEV_SOUNDCHAN 5 CHAN_LESS_ATTEN sound/chars/rancor/misc/anger%d.wav 1 3 0 BOTH_ATTACK11 AEV_SOUNDCHAN 12 CHAN_LESS_ATTEN sound/chars/rancor/swipe%d.wav 1 4 0 BOTH_ATTACK10 AEV_SOUNDCHAN 12 CHAN_LESS_ATTEN sound/chars/rancor/swipe%d.wav 1 4 0 BOTH_CIN_2 AEV_SOUNDCHAN 234 CHAN_LESS_ATTEN sound/chars/rancor/catch.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 308 CHAN_ANNOUNCER sound/chars/rancor/breath2.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 447 CHAN_ANNOUNCER sound/chars/rancor/breath3.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 479 CHAN_ANNOUNCER sound/chars/rancor/punch4.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 495 CHAN_ANNOUNCER sound/chars/rancor/scrape.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 617 CHAN_ANNOUNCER sound/chars/rancor/chew1.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 657 CHAN_ANNOUNCER sound/chars/rancor/chew2.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 679 CHAN_ANNOUNCER sound/chars/rancor/swallow2.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 320 CHAN_ANNOUNCER sound/chars/rancor/swipe3.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 227 CHAN_ANNOUNCER sound/chars/rancor/misc/anger3.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 253 CHAN_ANNOUNCER sound/chars/rancor/misc/giveup1.mp3 0 0 0 BOTH_CIN_2 AEV_SOUNDCHAN 319 CHAN_LESS_ATTEN sound/chars/rancor/misc/lost1.mp3 0 0 0 BOTH_CIN_1 AEV_EFFECT 50 env/quake_smaller.efx 0 0 <--- [Obviously this has no place in a Vader NPC, he's not a massive monster.] BOTH_CIN_1 AEV_EFFECT 92 env/quake_smaller.efx 0 0 BOTH_CIN_1 AEV_EFFECT 134 env/quake_smaller.efx 0 0 BOTH_CIN_1 AEV_EFFECT 270 env/quake_smaller.efx 0 0 BOTH_CIN_1 AEV_EFFECT 289 env/quake_smaller.efx 0 0 BOTH_CIN_1 AEV_EFFECT 307 env/quake_smaller.efx 0 0 BOTH_CIN_1 AEV_EFFECT 349 env/quake_smaller.efx 0 0 BOTH_CIN_1 AEV_EFFECT 384 env/quake_smaller.efx 0 0 BOTH_CIN_1 AEV_EFFECT 494 env/quake_smaller.efx 0 0 }
  13. Fuse294

    Admin No target

    Awesome, now I just have to work out how to add it in (cos I'm clueless about that stuff)
  14. Fuse294

    Admin No target

    What about a target-able notarget command for npc spawning?
  15. I've been trying to take a look at the Ord Mantell RP .map file but for some reason it keeps crashing, I wondered if anything else had experienced this issue? I have the pk3 in base so all the textures should load. I'd contact Cydon the creator but he's not been on hub since '12 :/
  16. Well, Resurgence finally has a focus for RP (for the moment), now to just find the (active) members for it.

  17. Added a link to the current plot focus, which will be updated each time a new plot focus starts.
  18. Fuse294

    Arcadia's NPC Patch

    The mark2 doesn't work as intended in Jedi Academy, I know because I've tried it before, for some reason it just sits there.
  19. That one kicks up mist, I want one that doesn't have a large amount of mist as it spreads into the corridor.
  20. I can handle that, just I'd hoped for actual members so we can finally start doing stuff ingame. Rather boring with just me and Tron. Also, fixed the server IP address cos I didn't realize it was missing a number from it.
  21. I never said you needed an account to play on the server, only that you needed one to post on the forums, but your char would be little more than an NPC without a bio.
  22. Yes, you have to register to see any hidden content and to make posts
  23. Some of today's work on the map, added more to the water room (May need to add more sunlight holes for MP lighting). changed the npc in the first room to a protocol to act as a 'greeter', added small room with 2 stormtroopers and a maze with 2 pull blocks.
  24. Done some more work on my Yavin Trial map, added pillars to the water room and a maze with pull blocks.

  25. Okay so I don't wanna bug Magsul over this issue a second time, I'm trying to get both the water to flow in a certain direction and add a waterfall that isn't a massive amount of mist that would cover the corridor opening where it's coming from. Any ideas?
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