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Dusty

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Everything posted by Dusty

  1. So I was looking through the code/game/wp_saber.cpp text file in the SP code. Very complex, long, and messy... don't know how you coders use any of that... but anyway... I noticed some bits where for parries and attacks they had saber offense checks going, but they were commented out, interesting... Also slightly after these lines I saw where they said that strong styles are counted as attacking even in a transition animation... don't know why they thought that was a good idea *facepalm* Now if I just knew where they put force powers...
  2. Really? I mean, is that in the SP code you're talking about? As far as I can tell it's really difficult to see any difference, but then again, I don't know exactly what I'm looking for...
  3. It's even stronger than strong style o_O. In SP when I use a weak saber that can be parried even in strong style, desann style just breaks through.
  4. Yeah, you could do that. Just give them staff style and viola. You could also make the Battlefront II style magna guard which didn't use electro staffs but blasters and stuff.
  5. ^Yeah, I like saber locks actually. Problem with saber offense is that literally the only thing it does is affect lock strength. The ingame description reads like "Jedi will break saber locks and parries against those with less proficiency and has a chance to break saber locks and parries against opponents of similar proficiency." They never finished it I guess. In JK2 it added saber styles, which gave it use. I like how in JA they made saber styles more independent, however this took away what use the power had. Then it just gets on my nerves bonuses on a saber are more important than your saber powers.
  6. Tell me why this makes sense: bonuses to break a parry on a saber completely change its properties... It makes medium style uninterruptible permanently, and strong is strong style, so yeah, but fast style can be parried. If you want to block a saber with a bonus of 1 you need a parrybonus of at least 3. But your block isn't worth beans, you won't get staggered but the un-interruptible attack will sort of go through. And there's no difference between saber offense 0 and 7 save saber lock strength. The only effect on how you handle being blocked is by saber defense. At level 1 you randomly drop your saber when attacking and randomly stagger during a block.
  7. Huh? I mean I dunno. I like the saber system, but it's so static with features they never finished adding. Like they never actually programmed saber offense to do anything even though I get the impression they planned to, and this conversely makes saber defense less important. And the way they coded breakParryBonus in relation to parryBonus is downright strange. Unless I don't understand how to use it correctly, I have no idea what the code looks like...
  8. Urr, seems like it's mostly un-editable without ridiculous sabers, even then it's pretty limited what you can do. Tsk...
  9. How were you gonna do that? Were you going to do that in SP?
  10. ^Yeah, like "spawn binoculars" etc. The fx command could be useful!
  11. ^Thanks Fighter. Not trying to be a prick, but I think the "All Pages" category should be labeled "contains pages about game info not in the other categories (NPC info, .cfg files etc.)" just to help people like me along who might get stuck.
  12. Any chance Rancor's site could be added to the resource list?
  13. Oh Okay, but if I don't search though, then I can't know the pages exist! I can't just casually browse through starting with the front page... I mean, why not allow me to navigate to the pages? The MB2 wiki is set up like this. It's very simple and straightforward.
  14. Time I bumped my topic I suppose. I will say, I don't have a big update to make, as I haven't been working on this a whole ton lately. Here's what I will say. This mod is actually nearing completion I think, more or less. The main things I need to do, are to fix up some of my menu stuff that doesn't work right and also some of the UI bugs I've managed to cause in the normal game menus. And then, I need to finish adding the bonus missions which is probably the biggest job. And I also am changing around the mod's setup (like separating the cosmetic music, effects and animation changes into their own .pk3 for easy removal, changing sabers so they don't conflict with MP, maybe having it load through the mod menu etc.). I also finally decided on what I'm going to do about the saber offense/defense thing. I want to give a sense of progression of saber abilities during the game. So basically through .sab files, you start out weak and progress automatically to a point at the same time as your saber offense and defense powers increase. With each level up though, you'll get to pick a stat increase like how you add a saber style. Starting out: Saber speed = 0.92 ParryBonus = -1 BreakParryBonus = -1 Force Points = 80 1st level up: (when you'd normally pick your 2nd saber style) Auto Increase: Saber speed => 1.0 ParryBonus => 1 BreakParryBonus => 0 Force Points = 100 2nd level up: (when you normally pick the 3rd saber style) Auto Increase: ParryBonus => 2 DisarmBonus => 1 LockBonus => 1 (might keep it 0 and make it an increase you have to buy) Choice Increases (Pick 3): Offense Boost; Saber speed => 1.05, LockBonus => 1 (or 2 if I make you start with 1) Defense Boost; ParryBonus => 3, DisarmBonus => 2 Learn Tavion Style; gives tavion style Force Points; 100 => 120 Force Regen; 100 ms => 95 ms (makes a difference you'd be surprised!)
  15. So I was so psyched when JKhub finally made it's wiki, but it confuses me! I can't post any info on there! TheRFiles sent me a PM for example asking me to edit an NPCs section he made. I did, but when I actually go to the wiki to try to see it normally it's nowhere to be found, all I can find is empty wiki pages and a couple things talking about multiplayer mods and clans etc.
  16. G_speed: Controls the player's running speed. G_sabermovespeed: Scales the player's running speed while swinging their saber. Doesn't affect NPCs. Those are the only two cvars I know that are related. I don't think there's a cvar for what you're looking for, but then again, there are so many fracking cvars and I don't know them all.
  17. You could try using Dragon, an animation tool for JA (I personally prefer version 0.7), which you can download here: http://www.mt-wudan.com/dragon/Dragon_0.7.0_beta.zip
  18. Quite the undertaking there. You could check out the tutorial section here under mapping, there should be a scripting tut or too.
  19. ^That would mean if Jedi Academy models are 56 units tall, they're all only about 1.1 meters tall, doesn't sound quite right...
  20. So, I hope I'm not the only one who knows about this... but... you guys should check out RancorSNP's JKA site! He has this awesome page full of a nearly complete guide to every console command you can use in Single Player. http://jediacademy.cba.pl/articles.php?cat_id=15 Check it out!
  21. So, eh, I keep changing it in my mod... How long is a saber supposed to be exactly? I know in the movies, it's supposed to be either 3 feet, or a meter, which is roughly 40". In jedi academy I don't know exactly what scale the mapping units use, but default saber length (which is in map units) is 40 units long. I think Eez said 50 units is approximately 1 meter, but I don't remember. Are models and maps done to scale though? Or are mapping units a vague guideline?
  22. http://jediknight3.filefront.com/file/Jedi_Academy_Update;117540 This mod changes some of the music in Jedi Academy, I like it a lot! I'm actually trying to use it in my mod, I haven't been able to get JediNoob to email me though.
  23. I always kinda thought of the lightsaber as a powerful, long, beam sword type weapon... In Jedi Academy and Outcast though, the sabers always seem too short thought when you swing them around or just stand still on yourself, but when you see other characters using them they look about right... but then again... Are the saber lengths unrealistic? Should they be longer, or no? In my mod I keep changing it back and forth but I can't seem to decide which looks better...
  24. I'm pretty sure that the AltFire in .npc files does nothing. I think for any NPC to be able to use AltFire it has to be scripted through ICARUS.
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