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Everything posted by Fuse294
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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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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>,
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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?
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Magnetically sealed walls? (projectiles bounce off)
Fuse294 replied to Teancum's topic in Modding Assistance
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. -
Jedi Knight 2 Enhanced: List of TODO
Fuse294 replied to eezstreet's topic in WIPs, Teasers & Releases
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. -
I don't mind sending you a copy of the map + script if you want.
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Jedi Knight 2 Enhanced: List of TODO
Fuse294 replied to eezstreet's topic in WIPs, Teasers & Releases
Add a whole section devoted to just 10 Landos? -
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?
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@@MagSul you got an answer to this?
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In all honesty, in the beginning I defended the game that DICE gave us, but ever since the Outer Rim DLC I've barely played since the early access release and the only reason I check the forums is for any potential news on the Cloud City DLC... it's been disappointingly quiet on that front and I have little interest in playing right now.
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Sucks to be an Iphone user Android FTW
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One alternative is to make an NPC file for it with a custom model, then give it the 'flyswim' movement and CLASS_PROBE Example: autoturret { playerModel autoturret weapon WP_BOT_LASER health 70 headYawRangeLeft 180 headYawRangeRight 180 headPitchRangeUp 0 headPitchRangeDown 0 torsoYawRangeLeft 0 torsoYawRangeRight 0 torsoPitchRangeUp 10 torsoPitchRangeDown 10 reactions 3 aim 1 move 3 aggression 3 evasion 1 intelligence 5 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER // race bot class CLASS_PROBE yawSpeed 60 runSpeed 150 walkSpeed 50 hFOV 120 vfov 45 snd turret moveType "flyswim" }
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I like the fact it's based off the SWTOR one, I could tell in an instance that the first pic was the main hall.
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*Makes pining groaning sounds* Need it!
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- 36 comments
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- team support
- npc support
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(and 3 more)
Tagged with:
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In the last 30 minutes I've been able to do the following - Added sound file 02kyk001 - "(Clears throat) This is one of the many training grounds here at the academy. I'm going to put you two on separate courses, when you're ready Jaden, head through that door." Added sound file 02kyk003 - "This course will familiarize you with your core force abilities, these are powers that every force users has. As you progress with your training you will learn new abilities. Both the Light and Dark Sides will be open to you, remember: abilities are not inherently good or evil, it's how you use them. Every Jedi is naturally stronger in different areas of the force, and it will be up to you to decide what to focus on." Added sound file 02kyk004 - "Alright, let's get started. In this next area you'll find some training remotes, these will help you learn how to handle a Lightsaber. Ready?" Added sound file 02rop003 (Elevator) - "Hey Jaden, this should keep you busy while I finish the course." Added Remote NPC spawns to the first room. Replaced the Reborns with a single saber_droid_training Elected NOT to add Kyle to the entry hall due to not adding Rosh to it either.
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As many of you know, a month ago I released the Yavin Trial Temple map for Jedi Academy, which received some positive feedback and now I've taken a small break and gotten my new PC up and working without issue, I feel it's time to continue where I left off and introduce a scripted version that follows the similarities of the original SP test mission from Academy. Goals: Working Audio with Subtitles + Opening Cutscene if possible (HOPEFULLY) Make it fully compatible so it will play in the place of the base map when you start a new SP game, this will take additional scripting so I'll be extending my hand towards @@MagSul for assistance in this regard. Keep the original level of immersion without overdoing it on additional content. Optional Plans: Rework some of the existing rooms, either to alter the layout or to increase the size of the rooms themselves. New content. Additional audio to give the illusion it's part of a much larger building, thus not isolated. (Busy hallways near the entrance) New puzzles (Maybe, if I can manage to get it to work properly) Create more exterior areas throughout, to move away from the claustrophobic nature the original one had. I can give no ETA on this, as I don't even know if I'll manage to get far with it given I'm making it a major task doing things I've not attempted before, all I can do is post updates on the progress I make.
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I sincerely apologize to all that had hoped to join Resurgence but due to Tron the Gamer, A.K.A. Spastic Chinchilla choosing to get rid of the server because we asked for him to give back root admin to all admins so we all had equal control, as well as removing our admin in response, calling us power hungry and ignoring the communities vote to elect a new 'head admin', the community is now considered dead. A new topic for a newer community will be made soon.
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My only suggest is to 'desexualize' the armor, so it looks similar to the standard stormtrooper armor and the same as the Battlefront version/Captain Phasma.