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Fuse294

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Posts posted by Fuse294

  1. Not really a suggestion, more an observation when using Force Sense at level 3, it fails to penetrate pretty much anything and it's range is bad (that might be because of the penetration issue) so you can't sense anyone through a wall, or even a pillar (tested on Ord Mantell RP and couldn't even sense someone standing on the other side of a pillar that was out in the open).

  2. The title pretty much sums it up, an extended message length before cut off would be a useful thing for any RP communities that use the mod as cutting off after only 2 lines which isn't even one line in the console, is rather short when you have a lot to say in one go.

     

    Anyway, it's just an idea.

  3. I've noticed an issue that when you use /amghost, it causes the server to crash and restart, it's possible it's just because of the build I'm using but I wasn't sure.

  4. Todays Update:

     

    • Improved lighting of the flames to brighten dark rooms more.
    • Added Triggers to all Hostile NPC spawners so they activate only when you reach the trigger, not upon map load.
    • Added a small 'Checkpoint' with health/shield drops.
    • Replaced the water texture so it looks like running water and added waterfall mist.
    • Added NPC room, with 2 Sentries.
    • Replaced the surface textures of the Force Push buttons with their correct Force Push symbol (ported from Jedi Outcast).
    • Changed the ceiling lights so they no longer have 'boxes' around them and look like they are part of the ceiling.
    Darth Sion likes this
  5. I know someone made a hilt that was designed to breathe just for the Vader model, as you said it would only work when the hilt is active.

     

    It's a pity the game doesn't support a natural breathing mp3 in the character sounds that you could replace, the only thing I can think of is set it to loop on the desktop when you're using the model through media player. If it was an NPC you could possibly use animevents, but that would only work if you did it correctly. The Rancor one works in MP/SP but it's for the NPC's so I doubt using the model in MP would work as intended.

     

    Here's a copy of the Rancor animevent file though so you have a picture of what I mean.

     

     

    LOWEREVENTS
    {
    BOTH_STAND1          AEV_SOUNDCHAN   1 CHAN_LESS_ATTEN   sound/chars/rancor/loudbreath.wav        0 0  0 <--- [This is that creepy heavy breathing you hear, perhaps it should be replaced with the vader breathing]
    BOTH_STAND1TO2       AEV_SOUNDCHAN   5 CHAN_LESS_ATTEN   sound/chars/rancor/rancor_roar_02.wav    0 0  0
    BOTH_STAND1TO2       AEV_SOUNDCHAN  35 CHAN_LESS_ATTEN   sound/chars/rancor/misc/anger1.wav       0 0  0
    BOTH_STAND1TO2       AEV_SOUNDCHAN  90 CHAN_LESS_ATTEN   sound/chars/rancor/misc/anger2.wav       0 0  0
    BOTH_STAND2          AEV_SOUNDCHAN   1 CHAN_LESS_ATTEN   sound/chars/rancor/loudbreath.wav        0 0  0
    BOTH_STAND4          AEV_SOUNDCHAN   1 CHAN_LESS_ATTEN   sound/chars/rancor/loudbreath.wav        0 0  0
    BOTH_TURN_RIGHT1     AEV_SOUNDCHAN   8 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0 <----- [Perhaps replace with heavy footsteps or remove it completely?]
    BOTH_TURN_RIGHT1     AEV_SOUNDCHAN  17 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_TURN_LEFT1      AEV_SOUNDCHAN   8 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_TURN_LEFT1      AEV_SOUNDCHAN  17 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_WALK1           AEV_SOUNDCHAN   1 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_WALK1           AEV_SOUNDCHAN  17 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_WALK2           AEV_SOUNDCHAN   1 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_WALK2           AEV_SOUNDCHAN  17 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_RUN1            AEV_SOUNDCHAN   1 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_RUN1            AEV_SOUNDCHAN  17 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_RUN2            AEV_SOUNDCHAN   1 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_RUN2            AEV_SOUNDCHAN  17 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_WALKBACK1       AEV_SOUNDCHAN   1 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_WALKBACK2       AEV_SOUNDCHAN  17 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_RUNBACK1        AEV_SOUNDCHAN   1 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_RUNBACK2        AEV_SOUNDCHAN  17 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_DEATH1          AEV_SOUNDCHAN   7 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_DEATH1          AEV_SOUNDCHAN  15 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_DEATH1          AEV_SOUNDCHAN  47 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_DEATH1          AEV_SOUNDCHAN  51 CHAN_AUTO         sound/chars/rancor/slam.wav              0 0  0
    BOTH_DEATH1          AEV_SOUNDCHAN  57 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_MELEE1          AEV_SOUNDCHAN   1 CHAN_LESS_ATTEN   sound/chars/rancor/misc/anger1.wav       0 0  0
    BOTH_MELEE1          AEV_SOUNDCHAN  20 CHAN_AUTO         sound/chars/rancor/slam.wav              0 0  0
    BOTH_MELEE2          AEV_SOUNDCHAN   1 CHAN_AUTO         sound/chars/rancor/snort_%d.wav          1 4  0
    BOTH_MELEE2          AEV_SOUNDCHAN   6 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_MELEE2          AEV_SOUNDCHAN   8 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_MELEE2          AEV_SOUNDCHAN   9 CHAN_AUTO         sound/chars/rancor/throw.wav             0 0  0
    BOTH_MELEE2          AEV_SOUNDCHAN  16 CHAN_AUTO         sound/chars/rancor/slam.wav              0 0  0
    BOTH_MELEE2          AEV_SOUNDCHAN  17 CHAN_LESS_ATTEN   sound/chars/rancor/misc/anger3.wav       0 0  0
    BOTH_MELEE2          AEV_SOUNDCHAN  21 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_MELEE2          AEV_SOUNDCHAN  23 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_MELEE2          AEV_SOUNDCHAN  25 CHAN_AUTO         sound/chars/rancor/meleemiss2.wav        0 0  0
    BOTH_MELEE2          AEV_SOUNDCHAN  29 CHAN_AUTO         sound/chars/rancor/catch.wav             0 0  0
    BOTH_MELEE2          AEV_SOUNDCHAN  34 CHAN_AUTO         sound/chars/rancor/meleemiss2.wav        0 0  0
    BOTH_MELEE2          AEV_SOUNDCHAN  36 CHAN_AUTO         sound/chars/rancor/snort_%d.wav          1 4  0
    BOTH_ATTACK1         AEV_SOUNDCHAN   1 CHAN_AUTO         sound/chars/rancor/snatch.wav            0 0  0
    BOTH_ATTACK1         AEV_SOUNDCHAN   9 CHAN_AUTO         sound/chars/rancor/chomp.wav             0 0  0
    BOTH_ATTACK2         AEV_SOUNDCHAN   5 CHAN_LESS_ATTEN   sound/chars/rancor/misc/anger%d.wav      1 3  0
    BOTH_ATTACK2         AEV_SOUNDCHAN  12 CHAN_AUTO         sound/chars/rancor/swipe%d.wav           1 4  0
    BOTH_ATTACK3         AEV_SOUNDCHAN   2 CHAN_LESS_ATTEN   sound/chars/rancor/misc/anger2.wav       0 0  0
    BOTH_ATTACK3         AEV_SOUNDCHAN  24 CHAN_AUTO         sound/chars/rancor/chomp.wav             0 0  0
    BOTH_ATTACK3         AEV_SOUNDCHAN  30 CHAN_AUTO         sound/chars/rancor/tear1.wav             0 0  0
    BOTH_ATTACK3         AEV_SOUNDCHAN  36 CHAN_AUTO         sound/chars/rancor/tear2.wav             0 0  0
    BOTH_ATTACK3         AEV_SOUNDCHAN  42 CHAN_AUTO         sound/chars/rancor/throw.wav             0 0  0
    BOTH_ATTACK3         AEV_SOUNDCHAN  51 CHAN_AUTO         sound/chars/rancor/chomp.wav             0 0  0
    BOTH_ATTACK3         AEV_SOUNDCHAN  60 CHAN_AUTO         sound/chars/rancor/catch.wav             0 0  0
    BOTH_ATTACK3         AEV_SOUNDCHAN  64 CHAN_AUTO         sound/chars/rancor/snort_%d.wav          1 4  0
    BOTH_ATTACK3         AEV_SOUNDCHAN  73 CHAN_AUTO         sound/chars/rancor/tear1.wav             0 0  0
    BOTH_ATTACK3         AEV_SOUNDCHAN  82 CHAN_AUTO         sound/chars/rancor/tear2.wav             0 0  0
    BOTH_ATTACK3         AEV_SOUNDCHAN  89 CHAN_AUTO         sound/chars/rancor/snort_%d.wav          1 4  0
    BOTH_CIN_1           AEV_SOUNDCHAN  50 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_CIN_1           AEV_SOUNDCHAN  92 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_CIN_1           AEV_SOUNDCHAN  99 CHAN_ANNOUNCER    sound/effects/stone_bounce.wav           0 0  0
    BOTH_CIN_1           AEV_SOUNDCHAN 134 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_CIN_1           AEV_SOUNDCHAN 148 CHAN_LESS_ATTEN   sound/chars/rancor/snort_%d.wav          1 4  0
    BOTH_CIN_1           AEV_SOUNDCHAN 240 CHAN_ANNOUNCER    sound/chars/rancor/misc/anger1.wav       0 0  0
    BOTH_CIN_1           AEV_SOUNDCHAN 267 CHAN_LESS_ATTEN   sound/chars/rancor/punch3.wav            0 0  0
    BOTH_CIN_1           AEV_SOUNDCHAN 270 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_CIN_1           AEV_SOUNDCHAN 289 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_CIN_1           AEV_SOUNDCHAN 307 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_CIN_1           AEV_SOUNDCHAN 349 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_CIN_1           AEV_SOUNDCHAN 355 CHAN_ANNOUNCER    sound/chars/rancor/rancor_roar_02.wav    0 0  0
    BOTH_CIN_1           AEV_SOUNDCHAN 384 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_CIN_1           AEV_SOUNDCHAN 494 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 119 CHAN_ANNOUNCER    sound/chars/rancor/snort_%d.wav          1 4  0
    BOTH_CIN_2           AEV_SOUNDCHAN 149 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 170 CHAN_ANNOUNCER    sound/chars/rancor/snort_3.wav           0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 179 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 190 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 200 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 214 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 232 CHAN_LESS_ATTEN   sound/chars/rancor/swipe%d.wav           1 4  0
    BOTH_CIN_2           AEV_SOUNDCHAN 235 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 248 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 271 CHAN_AUTO         sound/chars/rancor/step2.wav             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 326 CHAN_ANNOUNCER    sound/chars/rancor/swipehit.mp3          0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 414 CHAN_ANNOUNCER    sound/chars/rancor/misc/pain25.wav       0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 450 CHAN_AUTO         sound/chars/rancor/step1.wav             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 584 CHAN_ANNOUNCER    sound/chars/rancor/chomp.wav             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 626 CHAN_ANNOUNCER    sound/chars/rancor/chew3.mp3             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 705 CHAN_ANNOUNCER    sound/chars/rancor/rancor_roar_02.wav    0 0  0
    BOTH_ATTACK5         AEV_SOUNDCHAN   7 CHAN_LESS_ATTEN   sound/chars/rancor/misc/anger%d.wav      1 3  0
    BOTH_ATTACK5         AEV_SOUNDCHAN  13 CHAN_AUTO         sound/chars/rancor/swipe%d.wav           1 4  0
    BOTH_ATTACK5         AEV_SOUNDCHAN  34 CHAN_AUTO         sound/chars/rancor/swipe%d.wav           1 4  0
    BOTH_HOLD_SNIFF      AEV_SOUNDCHAN   7 CHAN_AUTO         sound/chars/rancor/snort_3.wav           0 0  0
    BOTH_HOLD_SNIFF      AEV_SOUNDCHAN  46 CHAN_AUTO         sound/chars/rancor/loudbreath.wav        0 0  0
    BOTH_HOLD_SNIFF      AEV_SOUNDCHAN  60 CHAN_AUTO         sound/chars/rancor/snort_4.wav           0 0  0
    BOTH_GUARD_IDLE1     AEV_SOUNDCHAN  13 CHAN_AUTO         sound/chars/rancor/misc/gasp%d.mp3       1 2  0
    BOTH_GUARD_IDLE1     AEV_SOUNDCHAN   1 CHAN_AUTO         sound/chars/rancor/misc/groan.mp3        0 0  0
    BOTH_GUARD_IDLE1     AEV_SOUNDCHAN  25 CHAN_AUTO         sound/chars/rancor/snort_%d.wav          1 4  0
    BOTH_GUARD_IDLE1     AEV_SOUNDCHAN  34 CHAN_AUTO         sound/chars/rancor/breath%d.mp3          1 3  0
    BOTH_GUARD_IDLE1     AEV_SOUNDCHAN  58 CHAN_AUTO         sound/chars/rancor/snort_%d.wav          1 4  0
    BOTH_GUARD_IDLE1     AEV_SOUNDCHAN  65 CHAN_AUTO         sound/chars/rancor/misc/lost1.mp3        0 0  0
    BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN   1 CHAN_AUTO         sound/chars/rancor/misc/chase1.mp3       0 0  0
    BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN  24 CHAN_AUTO         sound/chars/rancor/step%d.wav            1 2  0
    BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN  30 CHAN_AUTO         sound/chars/rancor/breath%d.mp3          1 3  0
    BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN  44 CHAN_AUTO         sound/chars/rancor/step%d.wav            1 2  0
    BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN  42 CHAN_AUTO         sound/chars/rancor/misc/groan.mp3        0 0  0
    BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN  67 CHAN_AUTO         sound/chars/rancor/misc/choke%d.mp3      1 3  0
    BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN  74 CHAN_AUTO         sound/chars/rancor/step%d.wav            1 2  0
    BOTH_GUARD_LOOKAROUND1 AEV_SOUNDCHAN  85 CHAN_AUTO         sound/chars/rancor/misc/lost1.mp3        0 0  0
    BOTH_ATTACK11        AEV_SOUNDCHAN   5 CHAN_LESS_ATTEN   sound/chars/rancor/misc/anger%d.wav      1 3  0
    BOTH_ATTACK10        AEV_SOUNDCHAN   5 CHAN_LESS_ATTEN   sound/chars/rancor/misc/anger%d.wav      1 3  0
    BOTH_ATTACK11        AEV_SOUNDCHAN  12 CHAN_LESS_ATTEN   sound/chars/rancor/swipe%d.wav           1 4  0
    BOTH_ATTACK10        AEV_SOUNDCHAN  12 CHAN_LESS_ATTEN   sound/chars/rancor/swipe%d.wav           1 4  0
    BOTH_CIN_2           AEV_SOUNDCHAN 234 CHAN_LESS_ATTEN   sound/chars/rancor/catch.mp3             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 308 CHAN_ANNOUNCER    sound/chars/rancor/breath2.mp3           0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 447 CHAN_ANNOUNCER    sound/chars/rancor/breath3.mp3           0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 479 CHAN_ANNOUNCER    sound/chars/rancor/punch4.mp3            0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 495 CHAN_ANNOUNCER    sound/chars/rancor/scrape.mp3            0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 617 CHAN_ANNOUNCER    sound/chars/rancor/chew1.mp3             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 657 CHAN_ANNOUNCER    sound/chars/rancor/chew2.mp3             0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 679 CHAN_ANNOUNCER    sound/chars/rancor/swallow2.mp3          0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 320 CHAN_ANNOUNCER    sound/chars/rancor/swipe3.mp3            0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 227 CHAN_ANNOUNCER    sound/chars/rancor/misc/anger3.mp3       0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 253 CHAN_ANNOUNCER    sound/chars/rancor/misc/giveup1.mp3      0 0  0
    BOTH_CIN_2           AEV_SOUNDCHAN 319 CHAN_LESS_ATTEN   sound/chars/rancor/misc/lost1.mp3        0 0  0
    BOTH_CIN_1 AEV_EFFECT 50 env/quake_smaller.efx 0 0 <--- [Obviously this has no place in a Vader NPC, he's not a massive monster.]
    BOTH_CIN_1 AEV_EFFECT 92 env/quake_smaller.efx 0 0
    BOTH_CIN_1 AEV_EFFECT 134 env/quake_smaller.efx 0 0
    BOTH_CIN_1 AEV_EFFECT 270 env/quake_smaller.efx 0 0
    BOTH_CIN_1 AEV_EFFECT 289 env/quake_smaller.efx 0 0
    BOTH_CIN_1 AEV_EFFECT 307 env/quake_smaller.efx 0 0
    BOTH_CIN_1 AEV_EFFECT 349 env/quake_smaller.efx 0 0
    BOTH_CIN_1 AEV_EFFECT 384 env/quake_smaller.efx 0 0
    BOTH_CIN_1 AEV_EFFECT 494 env/quake_smaller.efx 0 0
    }
  6. I've been trying to take a look at the Ord Mantell RP .map file but for some reason it keeps crashing, I wondered if anything else had experienced this issue? I have the pk3 in base so all the textures should load. I'd contact Cydon the creator but he's not been on hub since '12 :/

  7. Do you want the waterfall to be actual fluid and use the jka's water physics and such, or just a shader/texture that the player clips through?  If it were me, I'd go for the shader/texture waterfall.  Darth Norman has a good example in his map here: https://jkhub.org/files/file/302-arevass/  The technique is pretty similar to how he makes the rainbow in this tutorial.

     

    That one kicks up mist, I want one that doesn't have a large amount of mist as it spreads into the corridor.

  8. For some strange reason.....I am ok with this. Besides, I don't need a super cool backstory for my char since I'll just be dropping by every once in a while to just have fun

     

    I can handle that, just I'd hoped for actual members so we can finally start doing stuff ingame. Rather boring with just me and Tron.

     

    Also, fixed the server IP address cos I didn't realize it was missing a number from it.

  9. Some of today's work on the map, added more to the water room (May need to add more sunlight holes for MP lighting). changed the npc in the first room to a protocol to act as a 'greeter', added small room with 2 stormtroopers and a maze with 2 pull blocks.

     

    jasp%202016-03-25%2012-30-43-05_zpspzjqt

     

    jasp%202016-03-25%2012-39-11-14_zpsvcfxi

     

    jasp%202016-03-25%2013-45-54-72_zps9n9pb

     

    jasp%202016-03-25%2013-51-01-97_zps2caql

     

    jasp%202016-03-25%2013-59-20-34_zpsji3ue

     

    jasp%202016-03-25%2015-10-55-72_zpstwr1y

     

    jasp%202016-03-25%2015-11-25-41_zps17xjh

    Delmi likes this
  10. Okay so I don't wanna bug Magsul over this issue a second time, I'm trying to get both the water to flow in a certain direction and add a waterfall that isn't a massive amount of mist that would cover the corridor opening where it's coming from.

     

    Any ideas?

  11. All I ask is...do I require any other mods or maps and is a clan membership required? I ask this because I don't like joining clans it makes me feel tied to the game pretty much.

     

    Pretty much what Tron said, all you really have to worry about is having the maps we use.

  12. So, today I started work on what I plan to be my first true map, following the idea from the Trials Katarn took on Yavin to retrieve his Lightsaber this one shall hopefully have a few alterations and be longer, so far it's only two rooms with a hidden third behind an inactive door that will eventually lead to the rest of the complex (but the door can serve as an entrance for the time being between map changes if you RP.) For the moment, everything I've done is tested and working as intended, obviously what is posted may be altered later on as my skill with GTK grows. This may take a while given it's my first true test and the fact I'm still learning how to do things as I go, hopefully with some help from Magsul when needed.

     

    Testers: @JungAk

     

    Here are a couple of screenshots of what I've done so far. (The reborn spawner is currently just to fill it in a little and to see if I could get one to work)

     

    jasp%202016-03-21%2017-12-41-47_zpsqa4bw

     

    jasp%202016-03-21%2017-12-45-00_zpsrh0td

     

    jasp%202016-03-21%2017-40-17-10_zpsmt2yf

     

    jasp%202016-03-21%2017-47-38-49_zpso53ca

     

    jasp%202016-03-21%2019-23-26-34_zpsldqve

     

    jasp%202016-03-21%2021-09-44-51_zpswqwer

     

    jasp%202016-03-21%2021-28-20-79_zpsj2b3a

    Zookiee, Delmi, Darth Shaxx and 1 other like this
  13. Aye, for a single door and a lift, I followed the vid (which honestly left me scratching my head cos at some point he mentioned something I don't even recall happening).

     

    I got them to target the door/lift correctly, the issue is one side shows a useable button (but doesn't even work) and the other has no function at all (same for the lift).

  14. Leave out the "name" part of the code.

     

    {

    name  < ----- This line is completely removed.

    sabertype                   <type_hilt>

    sabermodel               <model path>

     

    etc.

     

    It should look like this:

     

     

    single_1
    {
    saberType SABER_SINGLE
    saberModel "models/weapons2/saber_1/saber_1.glm"
    soundOn "sound/weapons/saber/saberon.wav"
    soundLoop "sound/weapons/saber/saberhum4.wav"
    soundOff "sound/weapons/saber/saberoff.wav"
    saberLength 40
    saberColor random
     
    }
    Bart likes this
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