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  • Modding Interests
    Texture Artist
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    Jack of all Trades
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unsword's Achievements

  1. when you place the run block and double click it, smash on Expr!, in the range field put, say 1 and 5, hit Rnd, it'll automatically create a random number generator, in this case anything between 1 and 5. the rest you can solve with if's and else's
  2. waste of entities. you'd need a separate target_scriptrunner for each target,target2,target3,target4 on target_random.. you can however make just one script with 4 functions it picks at random each run, and have just one entity controlling its start.
  3. a) for lugor t2: /place t2_shaderremap * targetShaderName,textures/danger/sand,targetShaderNewName,textures/taspir/ore_lightemittingentity modding: { //ffa3 floor -> lava "targetShaderNewName" "textures/taspir/ore_lightemitting_lavapool" "targetShaderName" "textures/danger/sand" "classname" "trigger_always" }b) lugormod: /place trigger_hurt 0 maxs,300 300 300,mins,-300 -300 0,dmg,30,spawnflags,8this places down hurt area, defined by the maxs and mins dimensions. play around with it. entity modding: you need to make use of brush entities, place them down accordingly and turn from func_door or func_static into trigger_hurt with proper settings, example of what im using on my ffa3 { //killzone "classname" "trigger_hurt" "spawnflags" "8" "model" "*5" "origin" "3290 -1109 335" "dmg" "-1" }c) lugormod: /place misc_model_breakable 0 model,models/map_objects/factory/catw2_b.md3entity modding: again, need to use brush models, this time using func_static with your own coordinates: { "classname" "func_static" "model" "*5" "origin" "x y z" }
  4. @@Circa, I ment bmodel to be invisible and md3 model being visible i looked up the codes used in singleplayer map t1_rail it goes like this { "spawnflags" "8" "script_targetname" "script_raven_hunter3" "targetname" "hunter3" "modelAngles" "0 360 0" "model2" "models/map_objects/cinematics/ravensclaw.md3" "classname" "func_static" "origin" "24128 0 992" "model" "*22" } I had no luck making it work though ;C Thanks man! I'll try this and get back here. edit; well okay i've tried your thing, it didn't work out sadly. i've also tested SET_INVINCIBLE, SET_FORCE_INVINCIBLE, SET_NOFORCE and SET_UNDYING as to change non-pvp area into area you can't be killed in, still no success here. @@Ramikad Maybe it isnt SET_SABERACTIVE thats wrong for the task but the way I'm using it? Maybe putting it on lesser delay and infinite loop would trigger saber closing faster? edit; k nvm loop was a bad idea
  5. Hello, unsword here, some of you may know my old ffa3 yavin entity modification that I've originally posted to jk3files. At a time most basic brush manipulation, placing non solid *.md3 models, retexturing and inserting additional play room with bsp models was enough, it really isn't anymore as I've visited some very creative modifications out there, and came up with ideas on my own. Spent the last couple of weeks trying to figure stuff myself but I guess I'm not bright enough Thefore, as suggested by Circa, I've came here to ask you guys for help. 1. a) bmodel manipulation. Right here, before anything, I want to mention and honor BobaFett's fantastic Ultra Utility. can't thank you enough for that toolbox. I don't know. Its silly but I'm finding myself unable to rotate bmodels in any possible way. Tried using both, "angle" "x" and "angle" "x y z". Giving the first value to func_door changes its location, not rotation, as given by entity reference from GTKRadiant, it: "determines the opening direction". func_static does not react to any angle values. edit: well nevermind, i've figure that one out b) bmodel model2 *.md3 model I'm not certain its actually possible on multiplayer, as I only know of misc_model_health_power_converter and misc_model_statics that are capable of displaying actual *.md3 models. I was attempting to use an invisible moving bmodel func_door with model2 *.md3 file to make it look as the *.md3 model is moving up and down. Again, no success. edit: also figured this one out, thanks for input guys. 2. a) Icarus scripting As the game gets older less people play and we want to keep people on the same server, while not everyone enjoys the same playstyle. I've came up with the idea to create different room's for Force Users. I've been trying to make scripts granting force powers on room enter, and taking them away when leaving. yet i can't make the script work. b) More Icarus Tried making a non-pvp area using set SET_SABERACTIVE true which, heh, suprisingly works, but not the way I would like, the saber is being turned off but not forcing the slashing animation to end. The script allows using kata moves, dfa, butterflies and pretty much all long animation moves. Any help will be most appreciated. Thanks in advance
  6. Version 1.0


    Readme File: *********************************** Jedi Knight: Jedi Academy *********************************** mp/ffa3 edited into Yavin. author: unsword contact: msn/email - unsword@hotmail.com xfire - unsword filename: ffa3_yavin1.0.pk3 filesize: 3,24MB release date: 30-may-2010 Description: First of all, this is a Server Side mod, not client. It does NOT overwrite original mp/ffa3 map, in effect, when you have this installed and join a server with clear ffa3, it will be clear. And also, since this is Server Side modification, made with textures and models existing in game, client do not need to download and install it. Changes: 1-Compiled two maps together, There is a teleport in the mp/ffa3 bar leads to mp/duel02. 1a-(Note, Because I have used item force boon as a teleport, you have to enable Force Boons) -Most textures are changed. -Music is also changed to fit Yavin style. -Added some mysterious secrets. -Removed all med kits, shield kits, ammo, and all useless crap. -Chat icon is different -There is propably something more i forgot about. How to install: Unzip and put the ffa3_yavin1.0.pk3 file into your Base directory, or a game mod (example JA+) directory. example: C:/games/jediacademy/gamedata/base Known Bugs: Because i have removed all spawnpoints and spectator spawnpoint from map mp/duel02 you can NOT set map as mp/duel02, it will cause errors, server crash or instant disconnect. Credits: Special thanks goes to Seto, who helped me more than i could wish. Testers: Adanos, Andorn, Ezro, Shack, thank you guys. ********************************************************************** THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. **********************************************************************
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