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Everything posted by MagSul
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That's a terrific-looking image, well done!
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I really like the atmosphere in all of these pictures. Keep it up! I'm glad to hear Bacrana gets used still too.
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There has been an update! The mod no longer ends after the trial and conversation between Luke, Rosh, Kyle and Jaden. Players should be led into a new cutscene level and then a whole new level back at the Jedi Academy at nightfall with some entirely new things to do. I'm currently working on the first level away from the academy grounds and am aiming for a Spring 2023 release for that. Although I played it from start to finish on a clean install without any bugs, people always manage to find them! So, feel free to let me know what you come across. I will post again this coming week with a brief guide for the newest level, but for now I'm not mentioning anything because I'd like to see where people get stuck (if at all!)
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Sorry, I was away for the weekend! I didn't keep a copy of the map in that state, I'm afraid. Once I swatted the bug, I just ploughed on through. Just very eager to get to my next update! I'll keep this in mind if I run into similar problems with the next level.
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I seem to have fixed it! My info_player_start is targeting a target_scriptrunner that does the opening cutscene etc. The same script also fires another target_scriptrunner that spawns a load of NPCs. All I did was add a 1 second wait time to the NPCs spawning in and magically it's happy to work.
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^ Basically, I've been compiling a level and running around without an issue. However, if I /devmap to restart the same level while I'm in it, the level doesn't load. More worryingly, if I load this level from a target_level_change in a previous level, I also get this error, as demonstrated in the video. I'd just like to know what directly causes this and what I can do to ensure it doesn't happen. If anyone's able to steer me in the right direction, it'd be appreciated.
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That's some glorious-looking work!
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Some fantastic submissions!
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Thank you so much for the work that you put into this, Circa. Some interesting questions and interesting answers. It's been great listening to these guys chat about the game.
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November 2003 Jedi Academy PC Gamer Magazine Ad
MagSul replied to Link's topic in Jedi Knight General Discussions
That's a really neat find! -
I've already had some ideas for this, so I guess I'll be starting today! I'm looking forward to seeing what everyone contributes.
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I tried a scan over ye olde search engines this afternoon and came up short as well. Glad to know it's not just me!
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Starting player with no lightsaber and no force powers
MagSul replied to Flashfearless's topic in Modding Assistance
Popped open my map to see if I'd left anything out! I noticed you mentioned the stun_baton flag. Do you not have the "noweapon" option shown here? Spawnflags 64. When I don't tick it, I get given a lightsaber in addition to whatever I dictate my script. After ticking it, all worked fine. I added the melee weapon in addition to the bowcaster in this example. -
I've two levels for this example. The first level provides the observant player with an opportunity to snag a holocron granting Force Jump level 2. In another level, the player is in the same location at a different time of day with other things happening, but I wanted to leave the holocron there as a second opportunity to the player if they didn't pick it up the first time. What I would like to know is - is it possible to perform a Force Power level check through script/mapping that would remove the holocron if the player already has Force Jump level 2.
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Starting player with no lightsaber and no force powers
MagSul replied to Flashfearless's topic in Modding Assistance
To do this myself, I had the info_player_start targetting a target_scriptrunner which ran "intro.ibi" At the end of the intro script, I put a command to use a target_scriptrunner with a targetname of "forcepowers" My "forcepowers.ibi" was just a list of what Force powers I wanted the player to have and at what level. At the bottom is also a command to specify a lack of weapon. You could change that to a blaster or such if you preferred, of course. I hope this visualisation helps. -
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I really liked playing on this map! It's very spacious, particularly outside. We could comfortably spawn vehicles out on the grass, just watch out for the edge of the mountain! Some lovely brushwork with terrific textures here (particularly that skybox, too!) The music choices are great as well. It's a fun map! If I were to suggest anything for an update, it would simply be to consider adding a .arena file to the .pk3 so that it shows up in the game menus. Besides that, maybe a little bit of ambient noise, such as high winds! Great work!
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1) How do I change what player model is used in game? This particular post lays out the answer to this question quite nicely. I'm not sure how to get around your second question, but for your third, you'll have to elaborate a bit on what exactly you were trying to do.
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I've appreciated the inclusion of Dash and Kyle in SW:GoH recently. A little acknowledgement's just nice IMO.
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I thought I'd share a portion of my work from this weekend! This is a new bonus level accessible via the menu in my SP mod. This one takes place between the first tier of missions in the original game. A separate cutscene will play if the player succeeds in besting Rosh.
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I use BehavEd to do all of my scripting, which comes with the Software Development Kit. The scripts are included in their .icarus (pre-compiled) form too.
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I attempted this method a moment ago! All I had to do was add a SET_SKIN line to the academy1/intro script for each of the Jedi Master NPCs. "npc_master3/4/5" have a spawnscript enabled by the academy1 map that tells them what animation to perform in the cutscene. There is no reference to them in the academy1/intro script, so I added them with just a line each to specify their skin as seen below. Here is the result: I did try the SET_PLAYERMODEL command as well, but that crashed my game.
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I followed RichDiesal's tutorial this morning and put together a tiny map with a working func_train entity. I've uploaded a compiled map you can access with /devmap train_example, and an editable func_train.map file so that you can see how it was put together. Hopefully this will help you to identify the cause of your problem. Download Link: https://drive.google.com/file/d/1c-X6RcwepSUEx-VnYVUi5RrVIEl60hNe/view?usp=sharing
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Drop me Drive link to the video you want to use and I'll see if I encounter the same issue. :)