Jump to content

therfiles

Members
  • Posts

    1,521
  • Joined

  • Last visited

Everything posted by therfiles

  1. One thing that puzzles me is the concept of disinformation. Lucas was very good at spreading disinformation for his films (codenamed films, fake dialogue and scenes, etc). I wouldn't put it past Abrams to do the exact same thing, to an even larger extent. Is it possible that he is actively spreading false information/leaks to muddle the rumors and expectations?
  2. This is just silly. Mocking a game before we've seen even a bit of gameplay is simply ridiculous.
  3. therfiles

    Donate to JKHub

    Thanks for the donation, @@RAILBACK!
  4. @ already requested this model, so lets keep this request on his thread instead.
  5. Yeah. I'd look into getting an external application. I have a similar problem because I run a dual monitor setup.
  6. Its a ROQ video that runs via shader. Check the .menu file for the correct path, but I believe the ROQ is found in the 'video' directory.
  7. I think you could go into weapons.dat and make the ammo usage for the alt attack WAY to large, effectively making it unusable.
  8. Sure! I'm backed up with school (and still have other projects here on hold ) but maybe I can do it when the art is finalized. Is everything in layers so we can export it to separate elements?
  9. @@ineedblood: Personal attacks against our members are not tolerated. Please do not directly attack any of our members. If you wish to continue that discussion with them, please do so via PM, but they will not be tolerated on these forums. I have removed your attack and trimmed all responses to it. Please continue this discussion civilly.
  10. I don't think so...unless you could get the UI to perform a cvar test based on "single1" (which is the cvar used for saber hilts). If so (I feel like you could) then it'd be a matter of hiding/showing the info when the cvar is correct. Just need to have a bunch of UI items for each hilt.
  11. Hey @@DarthStevenus! Don't get discouraged too quickly. ICARUS is very touchy and limiting, and its all about working around the shortcomings of the system. For instance: You could place a trigger with a script runner around weapon pickups (for this example, we'll use a blaster) and then have a script that sets a variable (again, let's say HAS_BLASTER to 1). That way, when he gets the weapon, we'll have a fully functioning variable working that the scripts can use!Mind trick is also editable. There is a block, called SET_MINDTRICK_SCIRPT, that runs a designated script on the NPC when a successful mind trick is performed. It's really cool, and you can do practically anything with it!Additionally, you could make your NPCs for the pressure pads unkillable, so when they reach 1 hp (you could use a pain script to check that) they can run death animations and sounds, but still have them be "alive". Then you can use triggers to check to see if those NPCs are on the pressure pad, and that should be possible.You can time the force pushes. Just have two scripts that set a variable (let's say PUSH_NUMBER) +1 it's value. For instance, it starts at 0, then when the first push is activated, it adds 1 to the value, and checks to see if the value is 2. Then, have it wait 3 seconds, and have the script subtract 1. Then duplicate the process for the second push. So, when both +1s are used withing a three second period, the number will be 2, and you can run a script to check the value and open the door.I know there is a SET_WEAPON key named "drop", but I'm not sure it works. There is a UI command that can clear ALL the player's weapons, however. You'd need to use SET_MENU_SCREEN and some other trickery to accomplish this. But then, using the HAS_BLASTER commands I outlined previously, you can restore the weapons that were owned previously.You could use force pull to get your weapon back, just target the force brush to the target_scriptrunner.I'd be happy to help you think through any of these challenges, if you like!
  12. Hey there! I've worked extensively with this, and I can't ever get ICARUS (the scripting language) to 'get' the player's weapon data. For instance, in order to perform an IF statement, you need to 'get' the value of set_weapon. And, for some reason, I can't figure out what values it returns. It's not a string (weapon_blaster, or other variations of this) or a float (numberical equivelant?). So maybe if we can look at the ICARUS code, we can see how to properly handle weapon checks, but atm, you can't.
  13. Hello! Great to see you as a member of JKHub at last!
  14. Excellent idea! I can really see this working on Bespin!
  15. Today is Circa's birthday! Happy Birthday!

    1. Show previous comments  10 more
    2. Flynn

      Flynn

      Zum Geburtstag viel Gluck!

    3. Circa

      Circa

      Thanks guys. :)

    4. Kessno

      Kessno

      Happy birthday, Circa! Thanks for your contributions to the community.

  16. Hey there! I definitely remember your work, and it's as amazing as ever! Welcome!
  17. therfiles

    NpcSP

    @Dusty: I think its a cvar...g_surrender or something like that. I'll have to poke it to be sure.
  18. I recently had troubles with my own router and modem (mainly from my ISP), and I was just fed up with that, and so I switched to Google DNS and it's been great!
  19. Oh don't get me wrong, I love Behaved. It's my way of modding, and it stands up excellently for most applications. I just push it and push it and it's gotten to a point where I can't go any further, sadly. I'd love to say more than just "borked" (sorry!) but I'm way out of my depth here. Simply put, I'd love to optimized it for JA, add new calculating abilities, and (in general) add new features as we code them into the game. Sorry for my lack of technical expertise!
  20. Behaved because there are many things borked with it, and it would really be awesome to do some more advanced functions to make more dynamic scripts. Things like simple math, proper IF checks (many checks, including SET_WEAPON are borked), and just the ability to modify the SETs as new modding options become available.
  21. Dude, that looks incredible! Love the hard work you put in and you got great results!
  22. Lets not consume this thread with discussion on the torso freeze issue. Frankly, we have no say in it and I don't see why it's being discussed here. If you feel the need, continue the discussion in this thread, or on the MBII forums, with the community that understands and knows the repercussions. @@Serath: Excellent idea! We were just a bit pushed for time and wanted to get this out there ASAP! @@MaceMadunusus: Really love your mapping interview idea. I'm sure members of the community would really benefit to hear from some mapping greats. If you'd like to get that ball rolling, we'd be happy to host the interview here.
  23. Looks awesome, and it looks more like the film. Side-by-side comparison maybe?
  24. Thanks everyone for your advice! I did a combination of things of suggested here and it seems to be working!
×
×
  • Create New...