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Posts posted by Fuse294
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Female Hawke, Alistair and Morrigan sounds from the Dragon Age series please!
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Noodle likes this
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Holy...that first screenshot looks amazing!
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I know we currently have a decent Male Hawke with working sounds for him, so my request is pretty simple, I want diplomatic female hawke sounds for a skin, they just need to sound Jedi enough.
Of anyone could fill out this request quickly I'd appreciate it.
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I have a model for an Iktotchi which was altered and uses KOTOR style robes, however I no longer wish to use them and have no idea how to change to a different style without them looking like a warped mess on a mesh that was used for the older clothes...
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Actually there is a saber version of it with the animation for it when activated.
zOrg likes this -
None of the skins in KOTF were made by the modder who put KOTF together - it is a mod made up from work stolen by other modders. You would need the permission of the original creator not that Tim guy. Which skin did you plan to edit?
Why ANYONE would wanna use anything from KOTF is beyond me, asking around MB2 would be better as it has everything KOTF had and more, with actual permission!
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I use KOTOR 1 robes on my Iktotchi model so yes, it is possible however I had help adding them because the wrapping was a pain in the ass.
TheWhitePhoenix likes this -
I've only ever seen auto health regen in RPmod and MB2 (MB2 it's hero specific and you need self heal 1-3(?) for it to work), in all other mods the point of it seemed moot when you have force heal/force drain since when it comes to ffa communities that allow Force powers and such, pretty much everyone stacks heal/drain up to full for the sake of health. MB2's force health however is painfully slow + it's Full Authentic specific characters and you can't do anything with it active.
Maybe introduce an optional addition where it can be toggled off and on through the console like "exec autoheal" or simply add "cg_autoheal <0/1>".
Personally I'm 50/50 on the subject of "Active background healing" over "Manual healing", it depends on the game and such. A soldier that can quickly heal back to full health like in COD made no sense vs a Jedi that uses the Force to recover. That said it put ideas in my head for a healing system which probably wouldn't work hehe.
@ that sounds like what happens in Halo with the armors self restoration technology.
Wystan likes this -
is it possible for sabers to have multiple saber on/saber off sounds?
It could be done? Not sure though.
Personally, however I've only seen 1 saberon, saberloop and saberoff per hilt, I've only ever seen additional sounds for swingsound, spinsound, blocksound, hitsound and bouncesound.
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1. Bind force heal to a key
2. Repeatedly hit said key
I'm trying not to laugh at this, does that make me a bad person?
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In MB there's a han solo in carbonite that's set-up as a vehicle.
I managed to pull up the code for the .veh and the model is in zz_MBModels.pk3 using the playermodel han_in_carbonit, though in honesty the MB2 version has terrible responses to player activation and doesn't always move when activated.
han_in_carbonit { name han_in_carbonit type VH_SPEEDER numHands 2 lookYaw 45 lookPitch 20 length 90 width 32 height 20 centerOfGravity "-0.222 0 0" speedMax 150 speedMin -50 turboSpeed 400 turboDuration 10000 turboRecharge 20000 acceleration 10 decelIdle 10 strafePerc 0.5 bankingSpeed 0.5 rollLimit 45 pitchLimit 80 braking 10 mouseYaw 0.05 turningSpeed 6 turnWhenStopped 0 traction 10 friction 12 maxSlope 0.65 mass 200 armor 10000 toughness 80.0 malfunctionArmorLevel 20 model han_in_carbonit radarIcon "gfx/menus/radar/swoop" riderAnim BOTH_WALK_STAFF soundOn "sound/vehicles/swoop/on.mp3" soundLoop "sound/vehicles/swoop/loop.wav" soundOff "sound/vehicles/swoop/off.mp3" soundTakeOff "sound/vehicles/swoop/on.mp3" soundEngineStart "sound/vehicles/swoop/on.mp3" soundSpin "sound/vehicles/swoop/loop.wav" soundTurbo "sound/vehicles/swoop/sb_revup.mp3" soundFlyBy "sound/vehicles/swoop/flyby1.mp3" soundFlyBy2 "sound/vehicles/swoop/flyby2.mp3" soundShift "sound/vehicles/swoop/sb_shift1.mp3" soundShift2 "sound/vehicles/swoop/sb_shift2.mp3" soundShift3 "sound/vehicles/swoop/sb_shift3.mp3" soundShift4 "sound/vehicles/swoop/sb_shift4.mp3" exhaustFX "ships/burner" impactFX "ships/scrape_sparks" turboFX "ships/jet" turboStartFX "ships/swoop_turbo_start" armorLowFX "volumetric/black_smoke" armorGoneFX "ships/fire" flammable 1 explosionRadius 100 explosionDamage 250 explodeFX "ships/swoop_explosion" explosionDelay 4500 wakeFX "ships/vehicle_wake" gravity 800 waterProof 1 bouyancy 1 hoverHeight 0 hoverStrength 0 cameraOverride 1 cameraRange 125 cameraVertOffset 0 cameraPitchOffset 0 cameraFOV 100 cameraAlpha 0 HanHack 1 }
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I've seen a few mods that have a similar thing for Lightsabers so they can have multiple hit/swing sounds.
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I thought you did that already @@mrwonko. Did you decide not to?
There is A link to his site, but his site displays no links on it to JO/JA files.
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I wondered if we could have a link to Mr Wonkos file site (maps, etc) added under the resources tab at the top for convenience, searching for the link is a hassle when you don't know where to look.
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This is a Base game issue, not specific to OpenJK and easily remedied by loading the last save and enabling cheats then typing setforce<power> (Light/Dark NOT Jump/Push/Pull/Speed/Sight) 2 to lower one of them to 2 so you can add a point to continue progression.
This issue will occur at any point of the game prior to Korriban when you're given the chance to upgrade/add powers if you've used setforceall 3 or used playermodel <model with all powers at 3 already>,
The Punisher likes this -
I think you're missing the pk3s from the jk2 patches.
So I was, thanks that worked.
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So I downloaded the JO Enhanced mod and it doesn't work, here's the crashlog, can you shed some light?
OpenJK: v1.0.1.1 win_msvc-x86 May 15 2016Initialising zone memory .....----- FS_Startup -----Current search path:C:\Users\Phillip\Documents\My Games\OpenJO\jkeC:\Program Files (x86)\LucasArts\Star Wars JK II Jedi Outcast\GameData\jke\zZ_ImperialReplacement.pk3 (51 files)C:\Program Files (x86)\LucasArts\Star Wars JK II Jedi Outcast\GameData\jke\hdassets1.pk3 (94 files)C:\Program Files (x86)\LucasArts\Star Wars JK II Jedi Outcast\GameData\jke\hdassets0.pk3 (79 files)C:\Program Files (x86)\LucasArts\Star Wars JK II Jedi Outcast\GameData\jke\Haps_Stormtrooper.pk3 (21 files)C:\Program Files (x86)\LucasArts\Star Wars JK II Jedi Outcast\GameData\jkeC:\Users\Phillip\Documents\My Games\OpenJO\baseC:\Program Files (x86)\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\assets1.pk3 (8011 files)C:\Program Files (x86)\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\assets0.pk3 (6674 files)C:\Program Files (x86)\LucasArts\Star Wars JK II Jedi Outcast\GameData\base----------------------14940 files in pk3 filesexecing default.cfgcouldn't exec openjo_sp.cfgcouldn't exec autoexec_sp.cfgRunning Jedi Outcast Mode----- Client Initialization -----Could not open string package 'KEYNAMES' -
I know that a couple of surfaces I've seen in maps, namely maps tend to bounce projectiles off of them when fired upon. Though I'm not sure what brush was used.
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Story-critical NPCs (Jan, Lando, Luke) should just be invulnerable in general.
Also Tavion shouldn't die if you do too much damage to her, the game should cut to black before it shows her dying. That's a minor gripe I've had.
If you know what you're doing you can increase the 'Critical' npcs health in the JO npc file to make them more resilient.
One issue I had when I first played is that Luke died in the very first room of Reborns because they ganged up on him.
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I only have the Jedi Academy scripts to use as references. For conversation, I was looking at t1_inter in particular, which is how I came up with the example above. As for the sparring students, I'm just going to be browsing through tutorials in the mean time!
I don't mind sending you a copy of the map + script if you want.
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Needs more Lando.
Add a whole section devoted to just 10 Landos?
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I actually think its because the trigger_push is predictable and cannot be truly turned off. Thus the client thinks you triggered it even if its disabled but does not know it is disabled.
I use a few trigger_push buttons on my yavtemptrial map and they reset after you use them so they can be used again.
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Could you perhaps replicate the script code from the Yavin Temple map in Outcast for the students?
Imperial Knight and Lightsaber
in Mod Requests & Suggestions
Posted
No sadly, it was lost when my old pc died.