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Gender
Male
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Location
Australia
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Modding Interests
Mapper
Texture Artist
General Modding -
Gaming Specialty
Siege
Moviebattles 2
FFA
TFFA
Singleplayer -
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Windows 10
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Droidy365
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Droidy365#5556
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Droidy365 liked a post in a topic: FEATURE: OpenGL 3 Renderer
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Droidy365 liked a post in a topic: FEATURE: OpenGL 3 Renderer
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Droidy365 liked a post in a topic: GP Channel's WIP Wampa Cave
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Droidy365 liked a post in a topic: Porting Projects
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Droidy365 liked a post in a topic: upgRadiant
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Droidy365 liked a post in a topic: upgRadiant
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Droidy365 liked a post in a topic: upgRadiant
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Droidy365 liked a post in a topic: Probably ain't new, but definitely hilarious!
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Droidy365 liked a post in a topic: JK2/JA and Neural Upscaling
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I believe I tried that at one point, but it didn't work. However, as it turns out, my laziness was uncalled for. Here's a fully working script: https://pastebin.com/C0DyK4iG Feel free to use it however you like, modify it, etc.
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Droidy365 started following Shoot Dodge mod (inspired by Max Payne), Regeneration like in Kotor 2?, Shoot Dodge Mod version 2? and 2 others
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For my Sword Art Academy mod, I made a few regen scripts for the player, which I think also works for NPCs. https://pastebin.com/mXd9rLaw If I recall correctly, this regenerates 5 HP every 10 seconds (10000 milliseconds). To change the delay, alter the wait timer near the top. This isn't the best - I got a bit lazy, so it all just works in increments of 5, rather than using proper maths to do it properly. If you have 4 HP, you'll regen to 5 HP, rather than 9 HP. This could be fixed, but it took me a long time to get that done in the first place 😄 After compiling this with BehavE
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tinny liked a post in a topic: Shoot Dodge Mod version 2?
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That would be so cool! For starters, I've always wanted to be able to dual-wield weapons in JKA. This mod looks epic in JO and I'd love to try it out in JA.
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Can you script an NPC to attack funcbreakables?
Droidy365 replied to fullkevlar's topic in Modding Assistance
It might be possible to have an invisible and invincible NPC that your NPC wants to attack, with the func_breakable being "collateral damage." Other than that, I think it might be possible with scripting? I'm not all that experienced with that sort of thing, so I don't know for sure. -
Smoo liked a post in a topic: Shoot Dodge mod (inspired by Max Payne)
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Shoot Dodge mod (inspired by Max Payne)
Droidy365 replied to tinny's topic in WIPs, Teasers & Releases
Holy shit, that is so damn cool! Badass animations and kill-cams and fun looking gameplay. -
tinny liked a post in a topic: Shoot Dodge mod (inspired by Max Payne)
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Shoot Dodge mod (inspired by Max Payne)
Droidy365 replied to tinny's topic in WIPs, Teasers & Releases
Yeah, pretty much that concept, with 360° movement (or at least forward, back, left, right and diagonal). The camera doesn't drop and the controls are more responsive. Usually, it's bound to a key separate from the crouch button like ALT or X (maybe C? Is there anyone who doesn't bind crouch to CTRL?) to avoid accidentally crouching instead of rolling, though there might be a way around this if that's not something we want. By default, tapping the roll key will roll you forward, even if you're not moving forward. Moving in other directions will make you roll in that direction. When you're roll -
Well, that looks a hundred times better than the one I was working on 😄 Nice work mate. Textures are obviously still a WIP.
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Adam Paperly liked a comment on a file: Jar Jar pack
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Interesting, I don't think I ever knew about this. Can you please send me the model file? I should be able to rig this to work in game and add some improvements to the textures and model. EDIT: It may actually be as simple as remodelling and reskinning Luke's saber.
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Shoot Dodge mod (inspired by Max Payne)
Droidy365 replied to tinny's topic in WIPs, Teasers & Releases
This is a really cool addition to gameplay! Just out of curiosity, would it be possible to change the vanilla rolling to essentially work like Dark Souls? Basically, being able to roll at any angle and quickly recover to lead into an attack. This would add an interesting layer of depth to both lightsaber and blaster combat, and it would compliment this dive ability really well. If possible, have it so that it doesn't kill momentum too much if you're going at full speed too, as that's something I always found annoying about rolling and wall running in Vanilla. -
Droidy365 started following Jar Jar pack
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- 5 comments
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Droidy365 started following Creating a new weapon model, Hosting JKA/JKO servers for free, Porting Projects and 1 other
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DarthValeria liked a post in a topic: Porting Projects
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Could you please port this model for me? https://www.models-resource.com/pc_computer/rwbygrimmeclipse/model/38871/ I can make the shaders if you like ?
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I was also wondering about the same thing. I've started work on a project to make an original game based on JKA's framework, using assets made by me and some royalty free models. However, I'm unsure on the legality of this whole thing.
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Well, I do have some (albeit very limited) knowledge of porting models as weapons. I mostly work with sabers, but I have made one that was a blaster pistol. What sort of weapon are we dealing with here?
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Ruby Rose RWBY Grimm Eclipse Port
Droidy365 replied to Droidy365's topic in Mod Requests & Suggestions
Oh I see, that makes sense. So probably no cel-shading, haha. The model has a fairly high poly count. -
So for the most part, this worked great! However, the audio sounded demonic... I don't know what went wrong... It may be worth mentioning that my video was .mp4 format.