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MagSul

JKHub Staff
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Everything posted by MagSul

  1. That's fine. Straight after t1_inter seems like an ideal time to slot in a Jaden and Rosh mission, since Kyle picks the both of you up at once. I'll have a think and get back to you on pitches for that. In the mean time, one felt Jan's presence was lacking in Jedi Academy, so there're two things I have if they're of any use to you. The first is a modification to t2_rancor. The second is in the post-fight with Kyle if you want to include that short/sweet spat.
  2. Jaden's fine! Any tier preferable, or post-main story? (Have more ideas for Tier 1.) Also, this one below isn't a mission per se but you're welcome to it if it fits with any plans. https://youtu.be/3UtslXgTOpk
  3. Just throwing this out there, but for a bonus mission, you're happy with self-contained and stand-alone, right? By this I mean, it doesn't have to contribute to a larger story arc in any significant way? Would said levels have to feature Jaden Korr, or are other options available, such as jedi/j2, Rosh, Kyle, Jan or Luke?
  4. That worked! Thank you. ^.^
  5. I just gave it a try and sadly it didn't turn out the way we had hoped.
  6. I used T1_Danger as a reference and put together a solution from there. Thanks.
  7. Hello! Shifting a few settings to make a night-time variant and I've noticed that the models/map_objects/yavin/yportal.md3 is still obnoxiously bright. I tried placing a negative light in there, but that doesn't appear to make a difference. Is there any way I can reduce the brightness on this?
  8. Basically, I have some non-linear objectives and I'd like to trigger something only when all of the objectives are complete. What I'm looking for is an example of what to put into Icarus to achieve this. Thanks, guys! ^.^
  9. Scripting cutscenes! ^.^

    1. Ramikad

      Ramikad

      Should you need inspiration for the Massassi Great Temple, you can check this out:

      http://deeplyobsessed.blogspot.it/2015/08/yavin-base.html#comment-form

      I swear, after that introduction video you posted, I can't wait for the mod.

    1. Ramikad

      Ramikad

      Eh. Just wait for the next thousand times the script doesn't work properly :D

  10. Thanks, Ramikad, it works!
  11. Heya! Kept short, I'm using the SET_WEAPON command in Icarus to give the player a lightsaber. What I'd like to know is how to control which particular model and colour the player receives. Every tutorial I stumble across just basically says "Use SET_WEAPON WP_SABER to give the player a lightsaber." Thanks for your help, guys!
    1. Show previous comments  2 more
    2. Circa

      Circa

      Looking great!

    3. swegmaster

      swegmaster

      neat, thats some good mapping work right there

       

    4. lang_french

      lang_french

      Nice! Ready for the French version like the previous one ;)

  12. You ever build something out of a few brushes, then realise (after feeling proud for a few moments) that you could've done the whole darn thing in just one? #LateNightMapping

    1. TheWhitePhoenix

      TheWhitePhoenix

      Talk about late night realizations. :D

    2. eezstreet

      eezstreet

      This is why God invented CSG Add!

    3. Ramikad

      Ramikad

      Praise be the CSG Add!

      Except when it makes too complex brushes and the lighting refuses to compile...

  13. They ready as follows... SPEED SWOOP GARAGE NG REASONABLE RATES NG PARTS AND SERVICING. THE GALAXIES GREATEST JUNK NEW AND USED DROID PARTS. ONLY THE BEST!!! OUTPOST A COMMUNICATIONS OUTPOST --SECTOR FIVE-- SECURITY STATION
  14. More mapping tutorials is never a bad thing!
  15. She's in there, and for the record, I'd really like to see her and some of the other models make their way to Jedi Academy some day!
  16. I simultaneously love and detest scripting.

    1. TheWhitePhoenix

      TheWhitePhoenix

      It can be fun when you figure it out, but at the same time, it's frustrating to figure out how to work it right when you can't figure it out.

    2. Ramikad

      Ramikad

      At least g_ICARUSdebug 1 helps understanding at which points the scripts fail.

  17. Thank you, @@Ramikad, it worked!
  18. Thought, building a lightsaber is more interesting than simply picking one up towards the end of the level! :o

    1. Bek

      Bek

      Sounds like someone is making a mod, unless you're not. :/

    2. MagSul

      MagSul

      It's OK, I am. ^.^

    3. Bek
  19. I was hoping someone might have a quick solution for what I'm trying to achieve! What I'm trying to do: Upon firing a trigger, moving a player from one spot to another, via a script. Context: Speaking to a non-player character presents a brief dialogue and then fades the screen out, despawns that npc and spawns them again opposite you in a new location. Moving the npc is no problem, but how does moving the player work?
  20. I really admire the quality of the work you've shown us so far, please keep it up!
  21. All the mapping!

    1. Show previous comments  5 more
    2. Ramikad

      Ramikad

      Ahh, there we go... finally back to normal :D

    3. Omicron

      Omicron

      Don't scare as like that again please

    4. TheWhitePhoenix

      TheWhitePhoenix

      Nothing wrong with using Ethan from Pokemon, guys. I happen to think he's the best of the Pokemon game protagonists. :)

  22. I only have the Jedi Academy scripts to use as references. For conversation, I was looking at t1_inter in particular, which is how I came up with the example above. As for the sparring students, I'm just going to be browsing through tutorials in the mean time!
  23. I quickly put together a room this morning with a trigger_push and my results were exactly the same as the original post. I pointed a trigger_push at a target_position, then pointed a trigger_multiple at a target_activate and flagged the trigger_push as inactive. The player started vibrating on the pad until I used the trigger_multiple, then it all worked fine. Interestingly, this only happened in multiplayer. When I compiled the map in single player, it all worked as it should. I took a look at the .map you sent over to me and what you have is a func_door, which triggers when pushed and also fires off another door. The trigger_push that Jedi_Mediator is referring to is like a jump platform, that whisks you into the air when you tread on it, like the air tunnel in JK2 Bespin.
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