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Droidy365

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Everything posted by Droidy365

  1. Do you want it to change the music that's currently playing when you enter the trigger? If so, put this in: music music/filenameSimilar to what you'd normally put on worldspawn.
  2. I've actually been getting hold of all these files for you. I was gonna tell you when I was finished.
  3. Hmm... Did you change your playerteam status? Usually, if I'm playerteam free and I want to stop aggro, I use notarget, change my playerteam to player, then turn notarget back off. Idk if this helps or not.
  4. I'm having a similar problem, but with a custom model. May or may not be related.
  5. Sigh, it doesn't look like anyone's gonna be helping out with this any time soon
  6. I'm going to assume that you know how coding works in this game?
  7. Yeah, I had a bad feeling that might have been the case. It might be able to be changed via coding.
  8. I believe that any Jedi class is hard coded to force push when they're being choked. I could be wrong about that. Try changing the NPC's class to something that's not a Jedi, like a gunner class or something.
  9. There seems to be two base folders after GameData, there should only be one Base folder in there.
  10. Hmmm... We could use the scripts from the JK2/JK3 Ladder map for that part. But what about the map? Are there any Jedi Temple maps with source files, or any people willing to make one? Also, I'd love to see the reverse as well - playing as a Clone (or possibly Anakin) fighting off the Jedi. Perhaps there could be multiple versions of this map.
  11. Um... I'm not entirely sure what you mean by that, but I replaced the actual *.NPC files. If you spawn a Shadowtrooper or a JK2 Reborn, you'll get a Guard. If you spawn JK2 Tavion, you'll get Kylo Ren. If you spawn Desann, you'll get Snoke.
  12. Oh shoot! I'm gonna be completely honest - I completely forgot about this Here are all the files that I used (I'm assuming you already have the Ladder JK3 map)
  13. Congratulations! I didn't really expect to win this contest with my flags - there were so many great mods!
  14. Hey guys, I was just wondering what the rules on copyrighted music and sounds ported from other media were with modding. I've seen plenty of mods containing ported sounds, and plenty containing copyrighted music - hell, I've made plenty of them too. Thanks guys
  15. I made the video 523 x 384 because that's what the tutorial says to do. I could try making it 512 x 512. That red window to the left is the result after exporting it as an AVI. And no, the exported ROQ doesn't work in-game, either. Here's the AVI I attempted to import, if anyone wants to have a go (it's for my Sword Art Academy mod.) EDIT: Ah, I see. QVM won't let me have any other size other than 512 x 384. EDIT 2: I've worked out how to add soundtrack now, and it sorta shows up in-game, but not really...? It plays the music with a blank grey screen.
  16. Ok, sorry about that. I was looking at the new content page, and it was gone. I thought everyone else was looking there, too.
  17. About a year ago, I was working on a mod called the "Kyle Boss Simulator" - I got a lot of things to work, but I have no idea how to get the Grip to work.
  18. Okay, thanks mate. The biggest problem with this is that is's just giving me a blank red screen, rather than a movie. It's about a minute something long.
  19. Do you want it to look opaque (so that you can't see through it)?
  20. So...... Who would be interested in doing this? Is @@Langerd good with sabers/swords, heads and Frankensteins? EDIT: Perhaps @@DarthJava could make some good swords
  21. You're welcome, glad I could help
  22. Okay, that's perfectly understandable. Sorry to bother you about this whole thing
  23. Does @@Rooxon take requests? Are they still active? Would they be interested?
  24. Hey guys, for some reason, I can't get this to work. At Step #5, I'm pretty sure it's supposed to show a mini preview of your movie. When I exported it, I got a silent red screen, rather than a movie. Please help. @@MagSul
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