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Posts posted by Tempust85
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Thanks for posting.
I have the saber not loading anymore via "noweapon" on player start, I just can't get it to give me the WP_BLASTER_PISTOL.
With the bartender, still nothing
rem ( "get out of my bar!" ); affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } do ( "Get_Out" ); }
Must be my entities then.
Here's a rundown of them:
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SP.
Hmm, won't even load this script:
affect ( "NPC_Bartender", /*@AFFECT_TYPE*/ FLUSH ) { task ( "Get_Out" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.wav" ); } }
I have a target_scriptrunner linked to a trigger_once that only the player can trigger.
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I've replaced the blaster pistol with the bryar so that's taken care of.
Still can't get that script to give me a weapon though. I've managed to stop the saber from being added by checking "noweapon" on the player_start.
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I'm trying to stop the saber from being added, it seems to be the default weapon. :\
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Ah right, maybe openjk can have this fixed?
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Thanks heaps, my own attempt at setting the weapon via script just didn't work. I found for some reason I can't have any items or weapon entities in the same space as the player start. :/
Any one have an idea why once I upgrade from the bryar to the e11, I can't switch back to the bryar?
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Here's a very small amout of play:
http://www.youtube.com/watch?v=4maSbTKKp6I
Fullbright, no lighting was built.
Circa likes this -
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I'm currently upto making the bar, trying to work out icarus lol.
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I think it's ready to go. I've finished the weights, but couldn't do the eyes (face_dead look) as the face mesh doesn't match up properly. She can still talk and frown though.
TheWhitePhoenix and Circa like this -
I'll be sure to ask him for assistance if I can't get something done myself. I should be able to at least get a door to work right?.....
therfiles likes this -
Most required talent needed is level designing + scripting. I can do most everything else though.
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Yeah I know, but I find it's faster to just texture sometimes rather than going through the process of importing/sculpting/texture exporting. I always use AO & cavity for my own creations (ie my original Stormtrooper for StarWars Battlecry), but this model doesn't have any crazy UVW co-ords so I can paint things alot faster and I don't have to worry about normal maps.
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My main goal is to get a path to 8T88 mapped out, then I'll add some other stuff. I'm still learning radiant though. I'll most likely need someone's help in finishing this map but I can at least do the structure, npc and player spawn lol.
Circa likes this -
Yeah, did that on purpose. Does it seem right to have the lights on the floor? The original DF2 Mod team also has the lights on the roof.
Circa likes this -
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Circa likes this
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Yeah, DSM hasn't been on for like a year so I doubt he's contactable. I guess if I want it in JKA, I better get to work mapping.
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I have no idea who was last leading DF2 mod, anyone here have a clue?
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I've posted in the old DF2 thread on lucasforums to see if anyone knows who has any source files.
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Yeah, I never knew anything about him being a clone. Raven should have showed Jaden's history in either a video, flashbacks or even a log.
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Is there much interest in capable modders (3d artists, coders, efx artists, mappers, level scripters) to remake DF2 on JKA? If there is, I'd love to help out.
Circa likes this -
Sweet jesus I'd be sculpting instead of retexturing right now if that were so lol.
For JKA, I don't see much of a point to spend time sculpting high res models. It's quicker to make the object and texture it for me.
Level 1: Nar shaddaa
in Dark Forces II Mod
Posted
It still refuses lol.