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Posts posted by Droidy365
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Any news? xD
Not just yet, I was sorta hoping to get just a few more votes and results before doing anything else. Updates should be some time soon
Siegfried likes this -
It tends to take a few days, sometimes weeks for a file to get approved. I recently uploaded some CTF Flags for Chinese New Year, they're still awaiting approval.
bigphil2695 likes this -
Damn, that's a nice blaster! Did you make that? If so, you should upload it
General Howard likes this -
bump
Siegfried likes this -
TBH I was sorta expecting to see DDROM's Naboo Lake Retreat in KotF.
It's not completely movie-accurate, but it's a classic map that's good for Roleplay.
TheWhitePhoenix, TicNoel501, Merek and 1 other like this -
What are you on about, dude?
Well, here he's asking about whether he's Asian or not, and in the Chinese New Year thread, he's asking if he'd be allowed to enter Jonny Gat because he's kinda from Asia. I'm just telling him that he can't do that if he's planning on using that ported model for those two reasons. I'm not against porting, I use ported models and I'm still waiting for some to be ported. I'm just trying to get him out of trouble before that trouble starts.
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I would honestly like to see a nice and simple click-and-drag interface, where you can easily move different effects to different spots without having to manually type it all out the Coordinates. Something else that would be good is being able to rotate the effects around the origin point. Thanks
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If you're thinking of using a ported model for the contest, don't.
1: It has to be your content.
2: Porting is a big no-no in the Downloads section.
However, if it's not ported, then that's perfectly fine
That being said, it's still not yours, either.
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I myself use Pakscape, but 7-Zip, WinRar, WinZip and other things like that will work too
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Also, now I can't find KotF to download it...... Is it being updated or something?
EDIT: I found it lol.
https://jkhub.org/topic/10309-knights-of-the-force-is-reborn/
Weapons.dat is located in KotF/KotF_Weapons.pk3/ext_data/
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I'd say the fix would be to go into KotF's weapons.dat and replace this line:
weaponmodel models/weapons2/jawa/jawa_gun.md3
With this line:
weaponmodel models/weapons2/noweap/noweap.md3
Use Ctrl + H to Find/Replace it.
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I'd like to see T7 skins from SWTOR as alternate skins, myself.
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Is there an NPC that uses the Jawa Gun in KotF? There's an unused Jawa Gun weapon in JKA that was never finished, and no NPCs should ever have it unless it's told to look for a different model in weapons.dat.
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What does the huntkill script do(besides obviously causing them to hunt and kill their targets)?
As far as I know, that's all it does - it makes them actually go towards the enemy, as they're trying to hunt it down.
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If you spawn an NPC with a nickname, you'll be able to control that NPC.
E.g:
/npc spawn stormtrooper bob /control bob
And to regain control of yourself:
/control
If you use this mod, you can change some things about Bob's behaviour, too.
A useful way to get a camera: Put this in a *.cfg file
cg_draw2d ! weapon 0 cg_thirdperson 0 wait 3 noclip
When dealing with NPCs, it's useful to use these commands, too:
god notarget g_npcfreeze !
"g_npcfreeze !" will toggle frozen NPCs
I hope this helped
Smoo and TheWhitePhoenix like this -
Also, in GTK Radiant, there are NPC AI scripts built in. I solved the problem of NPCs in the sideline by having them use the "huntkill" script to hunt down the enemy and kill them.
Smoo likes this -
Lol Rip.
If you want, you can bump that one
bigphil2695 likes this -
That's great! That part works perfectly! Now there's a few questions left:
- How do you do the same thing for the player?
- How do you get the explosion effect to play where they were when they died? (effects/sao/death_sparks.efx)
- Can this just be done within the script, or does it require coding?
Thanks again, it works great!
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Also, not hijacking your thread or anything, but I just thought I'd put the model to good use
Anyone know what this is meant to be? I've been working on it for a while
It is still a WIP, though.
Smoo, The4thRemnant and Xioth like this -
Also, something worth mentioning - NPCs aren't exactly team players at the moment. I spawned 20 NPCs to help me fight a mutant_rancor, and over half of them were just sitting in the sidelines doing absolutely nothing. Perhaps someone could fix this for KotF and JKA via coding?
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Actually, I turned off the Slow-Mo Camera Spin, and now it's a lot quicker - not instant, but quicker. But the question still remains - how will we get the effect to play as they die? Are either of you two good at coding? Thanks, again btw
EDIT: Also, on a side note: How would you make a Team Icon appear like in MP and a custom health-bar that works like cg_debughealthbars and Force Sense?
These are also for my Sword Art Academy mod lol. I have 3 Icons for 3 teams:
gfx/misc/cursor_g (TEAM_PLAYER)
gfx/misc/cursor_o (TEAM_NEUTRAL/FREE)
gfx/misc/cursor_r (TEAM_ENEMY)
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If it's a singleplayer map, make sure the player triggers a target_scriptrunner when he starts the map.
As far as I know it can't be done without coding. However, you can achieve this in a custom map if you give every NPC a custom deathscript that removes them when they die.
The script should be like this:
remove ( $get( STRING, "SET_PARM1" )$ );
And every single NPC in your map should have a parm1 command whose value is the same as the NPCs targetname. To activate the script, the NPC should have a deathscript command with a value that links it to the script above.
I think that should work!
Ok, I have a few questions. For starters: How do you set up the parm1 command stuff? lol
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Ignore this one here, it's a double post lol.
Just keep scrolling......
Locking player completely - Mean camera movement
in Modding Assistance
Posted
This is something that I'd like for my Prop Hunt thing that everyone forgot about