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Linken

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    Male
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    Coder
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  • Gaming Specialty
    Singleplayer
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    Windows 11

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    Linken233
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  1. Usually the path starts with the scripts folder, so leaving it out, write the filepath to it. For example, if it's just in your scripts folder, all you have to do is write the script name, which in this example we'll call "light" If it's inside another folder, let's assume it's called "example", then you'd include the folder name followed by a slash. So if you just have the script inside your "scripts" folder, then the command will be written like "runscript player light" If it's inside the example folder, then it'll be written like "runscript player example/light"
  2. When you're in game, in the console type "runscript player [path to your script]" which should make it work.
  3. I think the mistake is that you're trying to call it from a cfg file. Commands called in the Q3_Interface class need to be called through an IBI script, which you can create with BehavED. I'm not noticing any issues in your code. To help you get started with setting up BehavED, I wrote a tutorial that get you in the right direction.
  4. I was able to find a solution. In cg_players.cpp, there are 2 macros declared: LOOK_DEFAULT_SPEED and LOOK_TALKING_SPEED. LOOK_DEFAULT_SPEED is called twice in the same function, CG_CheckLookTarget. LOOK_TALKING_SPEED is called 6 times, 3 times a piece in CG_G2PlayerAngles and CG_PlayerAngles. In each instance of the variables being referenced, add on the calculation: " * (cg.frametime / (1000.0 / TARGET_FPS))" TARGET_FPS is another macro which I declared in cg_media.h with a value of 60 (in case I need to call it for some other reason that I currently can't think of), but declaring it in cg_players.cpp works as well.
  5. Yeah I'm looking for possible solutions in the code as I'm typing this.
  6. I think a lot of us have noticed with higher FPS going on with our respective games that when a character is called to turn their head (mainly in cutscenes), they're turning it at such a speed that, in my opinion, would cause severe neck pain or possibly even their neck snapping.. My question is, does anyone have an idea on how to slow it down?
  7. Releasing this report early due to upcoming Christmas plans. NEW CHARACTERS I received a few new characters to add to the mod, thanks to multiple suggestions. For now, these are likely the final characters to be added to the update: - Visas Marr (Maskless) (New Variant) - 50R-T, by Capital Games and ported by Jeff - Swamp Wampa - Carnor Jax, by Dog95 - Kir Kanos, by Dog95 - Narkina V Imperial Officer - Narkina V Prisoner (Updated Model) - Kino Loy - Pong Krell, by AG7777 and Grimbord - Asogian Also as of the time of writing this report, I'm pleased to announce that the only faction pk3s left to complete are the "Other" and "Jedi_Sith" ones, which I estimate shouldn't take too long to finish. Once this is done, there is some code work left to be done, but after that, we should be OK to release. NEW LIGHTSABERS In addition to these new characters, work has also been done to add new Lightsabers/Melee weapons to the mod. Here's what's coming! - Lig Sword - Gaderfii Stick (Various) by Kitsu-NeshKaa - Force Pike (Model Update) by Kitsu-NeshKaa - Sovereign Protector Double Vibroblade, by Kitsu-NeshKaa - Leia Organa Solo CONCLUSION This wasn't the most productive month for the mod due to a variety of personal reasons, but things have appeared to be more straightened out. I want to thank all of you for bearing with us this year as its truly been a time of change not just for myself, but for many on the team. On my side, these few months alone have seen to me reuniting with old friends and re-integrating myself with communities. Admittedly, this did put a dampener on my work for the mod, but I felt it was necessary in order to move forward in a positive manner. I can't pretend to say that moving into 2025 will magically cause everything to fix itself. What I can say though is that I'm treating 2025 as a new beginning for myself. What this means for the mod I can't say, but getting the chance to develop this has been a privilege, and not one I take lightly. I hope the few days we have left of 2024 go well for each of you. I wish you all a happy remainder of your holiday season, a happy New Year, and as always, thank you all for following the development of Star Wars: Galactic Legacy, and may the Force be with you all.
  8. Pro-tip: Never name your skins "default_(name)". Single Player has a thing where if the skin has that in the name, it'll just go with the default skin.
  9. Run the code in Debug mode and apply a breakpoint to the script command to see if it's being called properly. If you run the command and the breakpoint isn't being hit, that means there's another problem.
  10. . Check the script command in debug mode, there might be something missing
  11. Does the global change work through the script?
  12. The way you wrote it is not the global change, it's the NPC change. Global change would only impact the cvar. Looking at your code I don't see any issues. What does your script look like for calling this?
  13. Wonderous work!
  14. Pk3 files are zip files, so use whatever program for that you'd like (winzip, winrar, etc). For .skin, .menu, or similar files, notepad works, though I'd probably recommend Notepad++ for the additional features.
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