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Posts posted by Fuse294
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Dude...I'm not shooting you, so you're okay. In fact, I *OWE* you for proving me right about TFA. And I am still gonna see the movie with my brothers, but I'm NOT gonna like it now. Maybe I'll get a FEW thrills out of it, but that won't quench my anger.
Don't give into hate, that leads to the Dark Side!
Darth Sion likes this -
Thank you both very much, I will try this out soon. Is it also possible to disable an NPC fron using force powers by changing the force options the their NPC file? There's some players id like to not use the force bacause they didn't in the movies or they arnt from Star Wars like Ganondorf.
Just set their force abilities to 0 like so, I'll edit cerez post below to demonstrate:
Any number for the powers between 0 and 3 will represent what level they will use the ability at with 0 being disabled, 1 being the weakest form and 3 the most powerful, they use them in the same way we would as the PC.
As for saberstyle it works like this:
1 = Fast Style
2 = Medium
3 = Strong
4 = Desann
5 = Tavion
6 = Dual
7 = Staff
You can group them up so you can have
saberStyle 2
saberStyle 5
saberStyle 4
That npc will use Medium, Tavion and Desann against you.
ahsoka{
playerModel ahsoka
saber tano
saber2 tano2
saberColor green
saber2Color yellow
weapon WP_SABER
saberStyle 0
FP_HEAL 0
FP_LEVITATION 0
FP_SPEED 0
FP_PUSH 0
FP_PULL 0
FP_TELEPATHY 0
FP_GRIP 0
FP_LIGHTNING 0
FP_RAGE 0
FP_PROTECT 0
FP_ABSORB 0
FP_DRAIN 0
FP_SEE 0
FP_SABERTHROW 0
FP_SABER_DEFENSE 3
FP_SABER_OFFENSE 3
forcePowerMax 120
forceRegenRate 100
forceRegenAmount 1
rank commander
reactions 5
aim 4
move 5
aggression 5
evasion 3
intelligence 5
move 5
vigilance 0.9
visrange 2048
earshot 1024
hfov 160
vfov 160
scale 94
playerTeam TEAM_PLAYER
enemyTeam TEAM_ENEMY
class CLASS_JEDI
sex female
yawSpeed 140
walkSpeed 55
runSpeed 250
acceleration 15
snd ahsoka
sndcombat ahsoka
sndjedi ahsoka
health 250
dismemberProbHead 5
dismemberProbArms 30
dismemberProbLegs 30
dismemberProbHands 30
dismemberProbWaist 15
moveType walk
}
Cerez likes this -
Just go see the movie bro. It is pretty amazing!
^ This ^
Darth Sion likes this -
I'd wondered what happened to the project, it went so quiet after the news announcement a few months back so it's nice to see it's still very much a thing.
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Well, THANKS for the spoilers, guys. Now the EU movement is justified in being mad. Kylo Ren = Jacen Solo ripoff and a Ben Skywalker mockery.
This is exactly WHY I used the
tag and posted a warning that it contained spoilers to avoid this sort of situation... At least I'm not the blame
Darth Sion likes this -
Cerez is correct, it's a simple thing to do just copy the original text and paste it directly below, changing anything you want along the way. Keep in mind that npcs WON'T change weapons if you plan to give the new npc more then one.
Where it says weapon you can input:
WP_BLASTER
WP_BLASTER_PISTOL
WP_SABER
WP_BRYAR_PISTOL
WP_THERMAL
WP_NOGHRI_STICK
WP_TUSKEN_RIFLE
WP_MELEE
WP_DISRUPTOR
WP_REPEATER
WP_BOWCASTER
WP_DEMP2
WP_ROCKET_LAUNCHER
WP_CONCUSSION
WP_TUSKEN_STAFF
WP_SCEPTER (If you're altering a force user but you may have to change the 'CLASS' to 'CLASS_REBORN' for it to work like tavion uses it.)
Cerez likes this -
For the sake of spoilers I'll use the tag, view at your own risk.
Well people were CLOSE on thinking it would be Chewie that died, sadly it was Han
At the hands of his own son (Kylo) who is revealed to have been named as BEN by Han and Leia at birth before he joined the Jedi to train and fell to the dark side, slaughtering all but Luke after becoming obsessed with his Grandfather.
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They can be spawned but they float in the air as if inside the ceiling, at least as far as Vanilla game is concerned.
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Sadly I'm broke till the 18th so probably won't get to see it till either the 19th or the 20th, force willing.
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Ignore this, changed my mind
Bek likes this -
The current version is looking alright now, while the hair on the face is a tiny issue it's only noticable when close up, the brightened skin tone/hair helps to mask it and it comes off as one due to the cleanup around the edges to avoid overspill on color.
The final product (so to speak)
I'll try and find a way to fix the hair for the next update in a month or two, it's not an issue right now.
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I'm confused. The first image is what the model looked like before you edited it or you're trying to duplicate of that image?
If there's an untextured hood, that means its either not turned off in the .skin file or there's no line for it at all. You can check if you open the model in ModView and find the surface that is untextured, note the name of it, and check for it in the .skin file.
The current version is looking alright now, while the hair on the face is a tiny issue it's only noticable when close up, the brightened skin tone/hair helps to mask it and it comes off as one due to the cleanup around the edges to avoid overspill on color.
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Moved to Modding Assistance forum.
You haven't told us the issue yet, or am I missing something?
The model loads, the game no longer crashes, except the old GLM resulted in an afro and the new one results in an untextured hood that makes it hard to see if anything is working)
He is supposed to have hair like http://i.imgur.com/7ZFKlIa.png
Instead I am stuck with:
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Nah, I have the Disk and using RPmod.
Edit: Changing them did indeed fix the issue, now I am simply having problems with the shaders :/
This is driving me crazy, will someone take over for me as I can't for the life of me workout what is wrong with the test version, I have to get the entire model working for all the variants yet...
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Nah, I have the Disk and using RPmod.
Edit: Changing them did indeed fix the issue, now I am simply having problems with the shaders :/
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handle 1: video/ja01.roq----------------------88864 files in pk3 filesWARNING: You are missing some files referenced by the server:rpmod/RPMod-Server-Assets.pk3JEDI/jedi_transport.pk3base/BlueIce.pk3base/a2_beta4.pk3 (local file exists with wrong checksum)You might not be able to join the gameGo to the setting menu to turn on autodownload, or get the file elsewhereLoading dll file ui.Loading dll file cgame.WARNING: CM_GridPlane unresolvable (Repeated dozens of time)WARNING: reused image gfx/sprites/y_grass_tall with mixed glWrapClampMode parmWARNING: reused image gfx/sprites/y_grass_tall with mixed glWrapClampMode parmWARNING: shader 'textures/sith_council/wood' has lightmap but no lightmap stage!WARNING: shader 'textures/asjc_padme/pad_floor_lblue' has lightmap but no lightmap stage!WARNING: shader 'textures/a/ll_wall' has lightmap but no lightmap stage!WARNING: reused image gfx/sprites/y_grass_tall with mixed glWrapClampMode parmWARNING: reused image gfx/sprites/y_grass_tall with mixed glWrapClampMode parmWARNING: reused image gfx/sprites/y_grass_tall with mixed glWrapClampMode parmWARNING: reused image gfx/misc/splash with mixed glWrapClampMode parmWARNING: reused image gfx/effects/embers with mixed glWrapClampMode parmShutting down OpenGL subsystemRequested feature was omitted at compile timeIt only happens with the new head, with the old skin I have no issues at all.
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I recently decided on a head change for a model, the issue is the existing model.glm which was one from the Jedi Custom plus doesn't like the new head thus it causes the game to crash on connection to a server as it can't render the image and I find the whole process of trying to compile a whole new glm myself stressful as I have no idea how to even start (too many programs).
I am desperate to get this model/skin finished for release on Sunday when I return to active RP in the community I am part of.
Anyone able to assist?
The reason for asking here is I wish to keep the new appearance a secret from the majority of the community, I've managed the to edit the head in GIMP (after much trial and error to get it decent but might need a bit of touch up) as I am new to that as well but didn't want to rely on someone else too heavily for something I want to keep as much a secret as I can.
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Seventh times the charm?
Seriously what reboot number is this now heh.
GL this time guys, nice to know you are still out there.
Scorpion likes this -
You can already change the music in-game.
Just add custom tracks to a music folder in base and then ingame type /music music/<track> (/music music/<folder>/<track> if you wanna put them in categories) into the console, just make sure the tracks are stereo ad 44100 khz in the event that a track name is more than one word, replace all spaces with the underscore '_' character example protectors_of_the_earth.
As so /music music/protectors_of_the_earth.
They also have to be mp3's.
No need for huge mods to enable something already available, good thinking though
Enjoy.
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I wanna know what happened to Endless conflicts...every community you make seems to die so quickly heh (Talking from experience in 5/6 of them in the past).
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This would be interesting to see, I'd definitely download it.
Mapping: Sound loudness
in Modding Assistance
Posted
One issue with certain maps released by people can be that they haven't used area boundaries so the sound will be heard anywhere on the map, for a roleplayer it can be extremely bothersome hearing lightsabers clashing at normal volume from inside a building as if you're in the room with them.