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Droidy365

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Posts posted by Droidy365

  1. 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
  2. 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.

  3. 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  :D

    Smoo likes this
  4. 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

  5. This looks great so far! One problem I found, though, was the Z-Fighting in this room, here:

     

     

    Star_Wars_Jedi_Knight_Jedi_Academy_Scree

     

     

    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
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