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Fuse294

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Everything posted by Fuse294

  1. 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.
  2. 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 }
  3. Fuse294

    Admin No target

    Awesome, now I just have to work out how to add it in (cos I'm clueless about that stuff)
  4. Fuse294

    Admin No target

    What about a target-able notarget command for npc spawning?
  5. 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 :/
  6. Added a link to the current plot focus, which will be updated each time a new plot focus starts.
  7. Fuse294

    Arcadia's NPC Patch

    The mark2 doesn't work as intended in Jedi Academy, I know because I've tried it before, for some reason it just sits there.
  8. That one kicks up mist, I want one that doesn't have a large amount of mist as it spreads into the corridor.
  9. 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.
  10. I never said you needed an account to play on the server, only that you needed one to post on the forums, but your char would be little more than an NPC without a bio.
  11. Yes, you have to register to see any hidden content and to make posts
  12. 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.
  13. 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?
  14. This post is 2 years old and the community died a while back.
  15. Pretty much what Tron said, all you really have to worry about is having the maps we use.
  16. Added three additional images of rooms added after the original post.
  17. 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)
  18. Fuse294

    Yavin Dusk

    Thank you both for the support, it means more to me than you realize.
  19. Fuse294

    Yavin Dusk

    This was only a basic map, not intended to be fancy, Magsul was able to replicate it without the source and made it look way better.
  20. Fuse294

    Yavin Dusk

    55 downloads

    A basic map I threw together over the last 2 hours, fully tested and working fine (from what I can see) to test myself out by creating a 'full' map from scratch. The setting is supposed to be Yavin at Dusk, with the only real lighting coming from the torches lit along the corridor. Admittedly it's not perfect, I'd probably only give it a 2/10 myself due to the basic look of the map. It should work in duel as was intended for that mode, but may be used in FFA (That said I only added in a single FFA version spawn so beware of fragging.)
  21. 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).
  22. So I've been playing around with GTK using mugs tutorials, but for some reason the door triggers aren't working despite following everything to the letter. Can someone take a look and tell me what I did wrong? It's driving me up the wall.
  23. 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 }
  24. Would it actually work if I introduced additional 'playermodels': player_apprentice player_jedi, player_knight, player_master and gave each a custom force pool/regen?
  25. .
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