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Agent Jones

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Posts posted by Agent Jones

  1. so.. how do I do this? im a noob wannabe modder on a mac trying to modify outcast SP lol

    I don't know if behavED has been ported on Mac yet. Anyway, here's the steps:

    -Download DEvaheB: http://jkhub.org/files/fi814-devaheb/ (but it's an .exe. Maybe you could open it with a VM)

    -Download BehavED : http://jkhub.org/files/file/1491-jk2-software-development-kit-editing-tools-20/ (see above)

    -Extract the JO scripts from assets0.pk3

    -Open the scripts of the first missions with DEvaheB.

    -when you see the line "set ( "SET_WEAPON", "WP_BLASTER" );" affecting Jan, change WP_BLASTER to WP_SABER. There's one in scripts\kejim_post\jan_control_booth2.ibi

    -save your new .txt file.

    -Compile it with BehavED

    -Place your new .ibi in a new pk3 file in base, under the same directory you took the original from.

     

    With a piece of luck, there is only one script that is used to give jan the weapon on all maps.

    There isn't a single script for everything. Jan switches weapons when opening doors/hacking...

  2. otherwise you can decompile the spawnscript of Jan with dehaved and give it SET_WEAPON WP_SABER as script and rebuild with behaved.

    You're right, I forgot about devaheb.

     

    Why people say  "use a hammer" to kill a single bee ?

    It is not a solution if it isn't overly complicated :P

  3. swamptroopers too. Maybe they would be trying to get the jump on the Noghri by attacking from the water :P

    I've tested it and, for some reason,they couldn't seem to be able to attack me from the water when they were fully submerged  The only time when I managed to get attacked from NPCs in deep water was by making custom NPC with team 'player',then have them turn on me.

    Perhaps you could make them spawn in deep water,then use a waypoint to get them out.

  4. Hello.This is an old project I haven't been able to complete yet.

    I think i'll split the mission 2 or 3 maps:

    The Academy receives an SOS coming from a mining station located on an ocean planet and Jaden(who else?) goes there to investigate.You won't kill a single enemy NPC in this part of the level, but you'll have to use your brain. I'm trying not to spoil too many parts of the plot.

    The other areas are: the ocean depths(an underwater section where you have to wear a suit and swim), an ancient downed Sith ship.

    As you progress towards the end, your character will encounter hallucinations. I haven't decided who the end boss might be, even though i've made plenty of scripts for his lackeys.

     

    I'm not sure if I should make the cutscenes mandatory in order to complete the level, since it might lead to pixel hunting.

     

    The enemies have a painscript that tells them to stop shooting (by switching their weapon to saber) and start bashing you with their guns.The only problem is, sometimes blaster bullets will just go through them.

     

     

    e9l2.jpg

     

     

     

    I've also made a script that makes the force/rage effect follow around an invisible NPC. Here's the result, an attempt to make a force ghost:

     

     

    p6fo.jpg

     

     

     

    Screenshots:



    y686.jpg




    0a4c.jpg



    wxyp.jpg



    s0a5.jpg



    x1yk.jpg



    j7zf.jpg




    bs78.jpg


    Maze minigame with custom shader:

     

    85bc.jpg

     

     

    I'd appreciate if anybody wanted to pick up the files, include this thing in a bigger mod or just  help me finish it. I haven't had much time to mod this month.

    ent, Circa, Boothand and 1 other like this
  5. Is there any possible way to merge the brush back together after cutting it? Its split into so many pieces when I'm trying to make a direct shape that it just complicates a lot of things.

    It's CSG Merge button,right next to 'Hollow'. It works as long as the brush is convex

     

     

    Next to the doors it is possible to make an area with suits.

    I suggets you make a NPC with CLASS_SWAMPTROOPER (can't drown), change the playermodel to your new NPC via scripting. At least, that's how i did it for my map

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