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Posts posted by Fuse294
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Heh right click inside any folder and the dropdown box will have the option, if it helps I could just make it for you to try out if you have a way to contact you.
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To be deleted
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Create a new .zip file and then create and copy the following folders into it (it's better to make fresh ones as they are empty).
ext_data then into that copy a folder called npcs then inside THAT folder place a .npc file with the rocks data into it, feel free to alter the first line of the text before the personality data (before the {) to say rubble to avoid conflicts, then make sure to change the zip to a .pk3 which can be done by a simple rename (either with pakscape or 7-zip which I use once a file is open and I go up a level)
Alternatively for the copy part place the folders into each other BEFORE moving them to the .ZIP.
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I don't think it would be overly hard to copy the .npc file for it.
rocks { playerModel rocks weapon WP_NONE scale 100 health 100 snd jawa sndcombat jawa reactions 3 aim 1 move 3 aggression 3 evasion 1 intelligence 5 rank crewman playerTeam TEAM_NEUTRAL enemyTeam TEAM_FREE class CLASS_KYLE yawspeed 90 walkSpeed 55 runSpeed 150 dismemberProbHead 0 dismemberProbArms 0 dismemberProbLegs 0 dismemberProbHands 0 dismemberProbWaist 0 }
LucyTheAlien likes this -
YES, I'd love to see a mod that brings Mass Effects 'Powers' into the game like Carnage or Energy Drone, Warp and Barrier, etc.
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I was going through the utility downloads and it appears ALL the GTK download links have broken, someone mind fixing them?
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Yup, Kylo ISN'T a Sith and I don't believe Snoke is either. More like Dark Jedi similar to Desann who wasn't a Sith either.
Smoo likes this -
EWWW OJP Legacy jk I used to use OJP for a time but stopped rp'in on it cos I was so bad with the mod.
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Type /saber in the console once you've selected a new hilt in MP and it will force your client to reload the saber to the new hilt instantly without rejoining. Providing I understood what you were asking.
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I was going to say it sounds more like it's something in the maps script files that causes them to wander.
Maksman likes this -
The only way around the legal side of things is to make one from scratch.
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This mod looks golden! Gimme!
Langerd likes this -
Otherwise you can find a complete list Here
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Part of the reasoning many servers won't have custom sabers with extended lengths is it grants an unfair advantage of reach and many would consider it OP.
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North West of England.
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Thanks a bunch!
So even if I replaced the Arbiter hilt with Gorc's saber model, it would still only be standard size unless the server allowed for altered model size?
Altered saber length yes.
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Actually there is a way around it, simply replace the code in the .sab file like so:
Kyle { name "Katarn" saberType SABER_SINGLE saberModel "models/weapons2/saber/saber_w.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor blue }
single_1 { name "Katarn" saberType SABER_SINGLE saberModel "models/weapons2/saber/saber_w.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor blue }
Doing this will cause the altered hilt to override the assets hilt by replacing "Arbiter" for example with the model for Gorc.
For increased size it has to be uploaded server size as the length has to be altered as shown below for it to work at a longer length, otherwise it will always be 40.
saberLength 40
saberLength 52
One example is the variation of Desanns hilt from the others
Desann { name "Retribution" saberType SABER_SINGLE saberModel "models/weapons2/saber_desann/saber_w.glm" soundLoop "sound/weapons/saber/saberhum2.wav" // saberLength 48 saberLength 64 saberRadius 6 saberColor red notInMP 1 }
The same works in reverse, you can make them shorter for smaller characters, if the server has a supported modelscale file that is enabled so you can be a Jawa that is the correct height:Training { name "Training" saberType SABER_SINGLE saberModel "models/weapons2/saber_reborn/saber_w.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 32 saberColor yellow notInMP 1 }
Altering the name so you see it is safe as it will only register on your client, everyone else would see the standard Arbiter hilt, hope this helps.
Smoo likes this -
Oh damn...which 33% is worth saving...
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Alright since it's clearly already causing an issue I'm just going to edit the post out.
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Vader DID remove his helmet, he had a specialized meditation chamber built on the Executor just so he could safely remove it for a short period of time to escape the claustrophobia caused by the suit. We first see him without it when Death Squadron is chasing the Falcon and it enters the asteroid field.
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Something I can clear up as I realize a few people are concerned about what exactly was destroyed:
Coruscant wasn't destroyed, the Republic Government (Senate included) was located on Hosnian Prime in the core worlds which was destroyed by the Starkiller.
Garyn Dakari and therfiles like this -
Make sure the pk3's aren't set to 'Read Only' otherwise it won't save over them just dump the file in another folder like My Documents.
Couldn't spawn NPC rocks? Spoilers for JK
in Jedi Knight Tech Support
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