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Linken

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Everything posted by Linken

  1. @@hhunter6 changing the taunt anim in the .sab file to something more appropriate could work.
  2. It just says it's not safe and deletes it, no other warnings.
  3. I meant the .dll files and the .exe for openjk are deleted by Norton as it believes it's a virus as they do some mod-like things. I don't see how that's FUD.
  4. I must say I'm very impressed, I had no idea one could recreate the first level that well. Of course with limitations of the engine, only so much that can be done. Only complaint I have is with the mod installation. The files that require the mod to run properly, OpenJK related, come up as false positives with Norton so I had to make a .bat file to run the mod. Unfortunately this meant that the base game would run instead of the level, so I'd have to do the map command to get the map to run, and I'd end up playing as the default female twi'lek. Weapons work fine though. I recommend just using the base code to run the mod as not everyone can use OpenJK.
  5. Alright, go ahead and make JKHub some tutorials on scripting. We could use some more of those.
  6. You sir....are awesome. Here, have some awesome sauce
  7. I am fluent in BehavED (for the most part anyway). But a couple things I don't know how to do include changing the music. I looked over the source of the Deception Single Player Conversion, and just before the fight with the final boss, the music changes. Upon looking at the source files, I noticed one line. set ( /*@SET_TYPES*/ "SET_MUSIC_STATE", /*@MUSIC_STATES*/ "DM_BOSS" ); Looked over some other files, the music was set up in the same way a normal JKA single player map is done, separate music for a lack of action, action, leaving combat, etc. Only one file was in there, BattleMusic. But this music is not called DM_BOSS, nor put in a folder called such, could not see a script called such let alone any reference to it. So now I pose this question to you, my fellow JKHub peeps. How does one simply change the music in a map via BehavED (or some other mean) P.S. You don't need to spoon feed it fully to me, I know BehavED like the back of my hand, just tell me how to get the file to play as needed.
  8. Would be great if they did, but we've gone 30 years without them in any Star Wars media (with the exception of a few video games, but they didn't voice them). But hopefully at that age, they'll be able to pull off their roles again.
  9. Your eyes can deceive you, don't trust them.
  10. Can't really give an opinion, never got to play it (it always crashes =()
  11. It's so scarily identical to the actual DF2 level. Props to you sir.
  12. Yeah I could. Just the electrical death seems to not be an option.
  13. Yeah, I was trying to do it in multiplayer, what a shame it doesn't work.
  14. Is it something to do with a trigger_hurt and an amount of spawnflags? Any help would be appreciated, thank you.
  15. If you want the most authentic Jedi experience. Do ::JEDI::, the hopeful phase might be long, but it's one of the most well-known and longest lasting rp communities out there.
  16. It worked, thank you very much.
  17. Interesting, I'll try that.
  18. The playermodel is something I did a reskin for personal use, it was skinned from Hapslash's Anakin model. Any and all single sabers are affected, the base ones and any custom sabers.
  19. No idea, possibly something to do with the model.
  20. It doesn't strike an object, not turning on at all.
  21. The extremely annoying bug where one does not get a blade with the second saber when one uses two sabers. (In Single Player of course) Anyone have a fix? It's extremely annoying.
  22. At the moment, Movie Duels 2 for the star wars missions. Also it isn't hard to make an NPC file.
  23. If I remember correctly... Go into GTKRadiant, open up the entity window for the bartender npc, in the key box type "npc_targetname" (without quotes of course) then make the value whatever you want. Replace NPC_Bartender with the targetname you made, and it should work.
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