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Droidy365

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  • Gender
    Male
  • Location
    Australia
  • Modding Interests
    Mapper
    Texture Artist
    General Modding
  • Gaming Specialty
    Siege
    Moviebattles 2
    FFA
    TFFA
    Singleplayer
  • Operating System
    Windows 10

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  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. Holy shit, that is so damn cool! Badass animations and kill-cams and fun looking gameplay.
  6. 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
  7. Well, that looks a hundred times better than the one I was working on 😄 Nice work mate. Textures are obviously still a WIP.
  8. 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.
  9. 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.
  10. 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 ?
  11. 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.
  12. 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?
  13. Oh I see, that makes sense. So probably no cel-shading, haha. The model has a fairly high poly count.
  14. 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.
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