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Everything posted by Dusty
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Any map mods I'm planning on doing with ent-modding. Nothing hardcore, too lazy for that anyway even if it was doable through decompiling without breaking the map I won't be making any bonus missions, at least, not yet. Only adding awesome ones made by other people. @@katanamaru: Like I said, I can be dictator over what sabers people are allowed to use without cheats in SP (not that making .sab files is that difficult...) but I did think of a more comprehensive solution. Perhaps for the player we could use save game cvars that control the 4 saber attributes (parrybonus, breakparrybonus, etc.), and then for NPCs just use custom sabers with modded stats...
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I need someone who knows his way around scripting!
Dusty replied to Rooxon's topic in Mod Requests & Suggestions
Go for it. -
Visual Studio 2010 doesn't seem to want to help me with Intellisense... Herm. Any non-complex way to fix this? It's not because of how OpenJK is set up is it? I don't see why no matter how it's set up it can't tell me if I forget a semicolon or something...
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I need someone who knows his way around scripting!
Dusty replied to Rooxon's topic in Mod Requests & Suggestions
Coding? I can write you some configs for that. Only thing is without code you can't compare values of cvars, you can only modify stuff in a more round-about way. I'm sure with a little cleverness we could make it work though. -
Looking for tips regarding custom NPCs
Dusty replied to ShenLong Kazama's topic in Modding Assistance
I mean we have the source code. It actually may not be a big deal. Whereas the code only turns on currently for the specific mutant rancor NPC, it could probably easily be added to other NPCs? -
Looking for tips regarding custom NPCs
Dusty replied to ShenLong Kazama's topic in Modding Assistance
I think your problem is that the mutant rancor has a ton of hard codes that aren't in the .npc file but use it. You probably can't duplicate the mutant rancor but only modify the existing one. -
entPowerLevel, hitOwnerPowerLevel, and FORCE_LEVEL; SP coding help?
Dusty replied to Dusty's topic in Coding and Scripts
^Lot to digest, sorry I haven't posted yet! I really appreciate all the info though and you taking the time to explain things! I kind of knew pointers boosted variable value retrieval speed, but that was about it. The rest I still need to read in more detail. -
Did we ever thank you Eez? You were basically the one who got it released
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Awesome video: It's a little low-res, but it's an amazing video. Has all the movies in there, 1-6.
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SP Map: Getting an NPC to hold a key that unlocks a door?
Dusty replied to Dusty's topic in Modding Assistance
^Good to know Eezstreet. And thanks for the help Moondog and Asgarath! Very generous and well-explained of you guys Another quick question though, just because I'm too lazy to check. In entities, you can modify their NPC stats no? Like I can set a stormtrooper to have class_imperial inside a map on the fly right? Just the .npc file determines the default stats to use for that NPC assuming you don't force any new values for that particular NPC in the map? -
entPowerLevel, hitOwnerPowerLevel, and FORCE_LEVEL; SP coding help?
Dusty replied to Dusty's topic in Coding and Scripts
Lol asgarath I know all the animations, that's why I get confused, I don't always understand how it fits with the code. Well, I guess I would be even more confused. K is for knockaway, V is for being a knockawayee, H is for having your guard crushed I believe. -
SP Map: Getting an NPC to hold a key that unlocks a door?
Dusty replied to Dusty's topic in Modding Assistance
^And the messages for the security panel saying "You need the security key" and walking over the stormie's body who has the key should say "You picked up a security key" etc. should already be built in correct? No modding by me? Or that's a whole other deal with ICARUS or something? -
SP Map: Getting an NPC to hold a key that unlocks a door?
Dusty replied to Dusty's topic in Modding Assistance
^So, is the "otherwise" for if I'm doing this in text? Or do I need to add another step to "connect" the entities? Remember, I can't actually use GTK Radiant except for reference, I'm actually just doing text ent-modding. And before it comes up, I'm not decompiling some modder's work and ent-modding it, I'm really just editing Raven's SP levels, if anyone is worried about that If I could just do this in GTK radiant I would, but you know, decompiling a .bsp fudges everything up so I don't want to do that, just some sneaky ent-modding is all. -
entPowerLevel, hitOwnerPowerLevel, and FORCE_LEVEL; SP coding help?
Dusty replied to Dusty's topic in Coding and Scripts
Maybe what would help me, is understanding more of the in between pieces I skirt over, like the "ent" and "hitOwner" bits I talked about. I'm going to try and learn the difference between little things like ps->, npc->, so I know what is referring to what. So, quick question, anything with an arrow (the ->) just means that what comes after the arrow is just a property of the thing that came before. For example (I just made this up, not real!), player->attacking, with "attacking" being a variable (would it have to be local to "player" which I guess would be... I don't even know lol, an object? But is this C or C++ we're talking about?) just is looking at the value of player's attacking property/variable etc. etc.? I know that's kind of confusing, but can anyone tell me if I have the right idea? -
SP Map: Getting an NPC to hold a key that unlocks a door?
Dusty replied to Dusty's topic in Modding Assistance
^Thanks Moondog! (Still waiting on question 2, but maybe Asgarath can answer that) I guess I didn't make it clear though, this IS for SP, not MP. Sorry for the confusion lol! -
SP Map: Getting an NPC to hold a key that unlocks a door?
Dusty replied to Dusty's topic in Modding Assistance
Actually Asgarath, looking at the decompiled maps, that does seem to be how Raven did it. Few quick questions though: 1. When I select an entity in Radiant 1.4, how do I pull up it's stats? I can manually go through the Entity Info list and select the entity from there to see its info, but that's extreeeeemely round about. 2. How do I connect the misc_security_panel with the door telling it to unlock? I understand how to connect the NPC with a key to the panel, but I'm unsure of how to make that work. -
I already own both games, for Xbox mind you!
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SP Map: Getting an NPC to hold a key that unlocks a door?
Dusty replied to Dusty's topic in Modding Assistance
^Are you implying it only works in MP, or that that's not how it's normally done in SP levels? I mean, I could just try and cheat off Raven and see how they did it I guess... -
Anyone?
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SP Map: Getting an NPC to hold a key that unlocks a door?
Dusty posted a topic in Modding Assistance
So, I want to add an NPC to a map, that is holding a key, that unlocks a door. And I need to do it using only entity modding. The door normally is unlocked, so I would need to edit the door entity to require the key the player picks up from a nearby stormie NPC. Can anyone help me get the ball rolling? I have GTK 1.4 installed, the map decompiled, and I found the spot/coordinates roughly where I want the new NPC. Can't find a tutorial on using keys on google. Also, I'm a complete n00b at anything mapping related, however I understand the bare basics of ent-modding. Thanks for any help! -
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I mean, considering for SP adding hilts is more involved, and less of a drag and drop process, that gives me more dominion over what hilts and therefore .sab files people are allowed to use The dark rage thing for NPCs is a good idea. As for Heal 3, the only downside to that is that, since some NPCs have like 500 HP it'll take them a while to heal lol.
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Looking for tips regarding custom NPCs
Dusty replied to ShenLong Kazama's topic in Modding Assistance
Nonononono no. Don't edit the model (isn't that what you're saying to do Circa?). Just use the scale option on the appearance page, which is how Raven did big NPCs like Assassin Droids, Saber Droids, and Chewie if I remember correctly. If you want to get more specific than that, use the scale X, Y, and Z options which should work fine. -
I was wondering if anyone would be willing to rip some generic Mandalorian dialogue and sounds from both or either of the KOTOR games, for use with a Jedi Academy model? I personally don't own either game for the PC, and so far my searching hasn't turned up those sounds anywhere... Pretty please ...