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Posts posted by Droidy365
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@@godofcrap42 THE FILE IS AWAITING APPROVAL! Woot woot, I guess.
Smoo likes this -
This might help, not too sure though. It might be a different issue to what you're talking about.
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Wait, like Garry's Mod...?
Yes, this idea is very much like GMod's Prop Hunt, as well as other games. I'm honestly surprised that this has never been done for this game before.
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Hello, I was wondering if someone could get most of the suitable map_objects from Base JKA and make them playable in Multiplayer. Similar to what this mod does, but having it work in MP as well. Something else that would be good is a Prop Rotation Lock feature. Eventually, I'd like to make this into a Siege/MB2 style thing, (sort of) where there are (obviously) two teams: Props/Hiders and Hunters/Seekers.
Props/Hiders would have:
- A DEMP 2 (Low ammo)
- A Blaster Pistol
- 10 Laser Traps
- Melee
- Mind Trick 2
- Jump 3
- Protect 3
- Speed 2
- Heal 1
- Sense/Sight 3
- 100 Health
- 20 Armour
Hunters/Seekers would have:
- A Lightsaber
- A Disruptor (High Ammo)
- Jump 1
- 250 Health
If a Hunter/Seeker kills a Prop/Hider, the killed player will swap teams. If a Prop/Hider kills a Hunter/Seeker, they will respawn after 10 seconds. You know how it works.
I'm not sure if the Prop/Hider should be able to change to a different prop after they've been seen or not.
Please let me hear your ideas and comments about this idea. Feel free to comment your own ideas, or (preferably) help out with the modelling (and maybe even menus and other stuff). Thanks a million.
Smoo likes this -
That's because the default saber is the Reborn's saber. It's trying to find sabers that don't exist, so it just gives you two Reborn sabers
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You mean "bind x saber single_1 single_1"
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The /control command works like mindtrick 4, but lasts forever.
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@@The4thRemnant Hey, it's been a few days, and I just thought I'd check on you. How are things going?
Xioth likes this -
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Ah ok, that's perfectly understandable. I hope you have a Merry Christmas
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"Kyle Katarn can carry as many weapons as he wants to, no matter how damn heavy they are."
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Hmmm, I'm guessing that would only work on a map I specifically made for the mod? I would prefer it if it worked on any and all maps, as well as all players/NPCs, but if that's not really possible, I could try giving this a shot. How would I get it to check for all players and NPCs, and how would I make the explosion? Thanks
EDIT: One more thing: How do I run a script when the map starts? I want to run sao/kill_check.ibi, which should then run sao/killed.ibi.
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May I please have those models if they're mostly finished? I really would like to have these
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Hey guys, I'm wondering how I can make corpses instantly disappear, while having a sort of explosion as they die. I want this to happen with all NPCs and Players that die. This is going to be for my Sword Art Academy mod. Unfortunately, g_corpseRemovalTime isn't quick enough, as I need it to be instant. If at all possible, I would prefer to do this without coding, because I can't code for crap, thanks
Smoo likes this -
This looks awesome so far! A few nitpicks, though:
1: It's spelled "Wookiee" (as I said, nitpicks)
2: I always thought Death Sticks were highly addictive and highly deadly. Possibly more deadly and addictive than Spice?
3: Not everyone just plays with WASD, but I do see what you mean
Those are just my nitpicks, though.
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Does it say it's a read only file?
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I think everyone forgot about this...
Kualan did it himself. However, that's not to put everyone down. It's great to see things like this
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If you don't mind me asking - progress report?
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These look pretty nice, tried them out in game too. If only JA had cape physics though lol also reminds me of the final fantasy rp that use to be around in jamp
Wait... How did you try them out ingame? Have they already been ported?
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Hey, I've recently started working on a mod called Sword Art Academy, and I was wondering if you could port some playermodels and weapons from this Sword Art Online game.
Specifically, these three models. Plus some more, later. Thanks
I'll probably ask a more experienced porter some time in the future, but I'm sure you'll do well
Smoo likes this -
Well, just a little something I noticed is that it says
@@weaponx_NAMES
Rather than
@ WEAPON_NAMES
Now, this might sound stupid, but did you accidentally copy/paste that in your script? Keep in mind that I don't know crap about scripting lol.
BTW the damn thing auto-corrects @ WEAPON to @@weaponx.
Sorry about the pings, weaponx
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I think the problem is WP_BOT_LASER. I used that weapon for a Jango Fett NPC, and it sometimes bugged out, too.
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This looks great so far! One problem I found, though, was the Z-Fighting in this room, here:
It's an easy enough fix (in fact, I actually took a peak in your *.map file):
- Find the Blueprint
- Click on it
- Find it on the grid plane (View/Filter/Models to find it easier)
- Set the grid size to Grid0.25
- Zoom in
- Move it up 1 little tiny square
Done. Sorry if this was an unnecessary tutorial, lol. I mean, you do seam to be a very talented Mapper, so yeah. FYI I do have a pretty damn good PC, and I have Dynamic Glow turned on, if that helps.
Delmi likes this
Manual Blocking that ISN'T an addon
in Mod Requests & Suggestions
Posted
@@Pickles256 I've actually turned this into a proper mod, and it's currently awaiting approval![:)](//jkhub.org/applications/core/interface/js/spacer.png)