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Everything posted by Linken
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Alright, go ahead and make JKHub some tutorials on scripting. We could use some more of those.
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You sir....are awesome. Here, have some awesome sauce
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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.
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*derp*
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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.
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Your eyes can deceive you, don't trust them.
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so it's been one year since JKG was released..
Linken replied to eezstreet's topic in Jedi Knight General Discussions
Can't really give an opinion, never got to play it (it always crashes =() -
It's so scarily identical to the actual DF2 level. Props to you sir.
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Yeah I could. Just the electrical death seems to not be an option.
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Yeah, I was trying to do it in multiplayer, what a shame it doesn't work.
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Is it something to do with a trigger_hurt and an amount of spawnflags? Any help would be appreciated, thank you.
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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.
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The one bug where the second saber blade doesn't show up.
Linken replied to Linken's topic in Modding Assistance
It worked, thank you very much. -
The one bug where the second saber blade doesn't show up.
Linken replied to Linken's topic in Modding Assistance
Interesting, I'll try that. -
The one bug where the second saber blade doesn't show up.
Linken replied to Linken's topic in Modding Assistance
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. -
The one bug where the second saber blade doesn't show up.
Linken replied to Linken's topic in Modding Assistance
No idea, possibly something to do with the model. -
The one bug where the second saber blade doesn't show up.
Linken replied to Linken's topic in Modding Assistance
It doesn't strike an object, not turning on at all. -
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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SET_WEAPON only works with actual guns, as for SET_SABER1, odd....
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I USED to like Knights of the Force, now I despise it. There's hardly any reason to really have Knights of the Force, especially since it's stolen content, a giant hoax, and a pathetic excuse for an author to fail to release it. The short answer to your "why doesn't anyone attack Grievous or Vader?" question. In the NPC file they are put down as CLASS_DROID, as you notice they explode when they die. Somehow CLASS_DROIDs don't get attacked by anyone. I highly recommend you uninstall Knights of the Force, it's not worth it.
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That....I have no idea. I wish I could help you more. It might be a limitation with the game or something. To be honest I've only ever seen the bryar pistol (in single player) be used by Kyle during the Byss level. Even in multiplayer it's extremely bugged.
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If I remember right, there's two ways, the scripted version, and the unscripted. To make a script using BehavED. Open up your behavED program, first click on affect (should be at the top) Double click the :"DEFAULT" portion of the affect, and put in player, leave everything else unchanged. Make sure the next portion is set to be inside the affect. I'm sure you already know how to keep the saber from appearing, but just in case. Select: set ( <str> <str> ), double click it, go to the first drop menu, select SET_SABER1 and in the other window, type "none" (without quotes of course). As for the weapon, SET_WEAPON then, as it looks like you want just the Bryar, WP_BRYAR_PISTOL. In GTKRadiant, make a trigger_once that the player will immediately spawn into, link a target_scriptrunner to it, open up the entity menu, do usescript, then link your script in there, and it should work. If you want the unscripted version, just drop a bryar pistol immediately on the spawn, but scripts are more accurate and professional-looking.
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