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Fuse294

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Posts posted by Fuse294

  1. 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!

  2. 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
  3. 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.

  4. 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
    }
    
  5. 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
  6. 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 2016
    Initialising zone memory .....
    ----- FS_Startup -----
    Current search path:
    C:\Users\Phillip\Documents\My Games\OpenJO\jke
    C:\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\jke
    C:\Users\Phillip\Documents\My Games\OpenJO\base
    C:\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 files
    execing default.cfg
    couldn't exec openjo_sp.cfg
    couldn't exec autoexec_sp.cfg
    Running Jedi Outcast Mode
    ----- Client Initialization -----
    Could not open string package 'KEYNAMES'

     

     

     

  7. 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.

  8. 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!  :o

     

    I don't mind sending you a copy of the map + script if you want.

  9. 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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