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Jeff

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Everything posted by Jeff

  1. Yeah it's just the stun baton as a melee weapon, I can turn it into a saber hilt if that's what you want.
  2. Here's a few kit-bashes Admiral Daala and Rocket-Jumper from BF2 https://www.dropbox.com/s/fi2io497cri5iyd/Rocket%20Jumper.zip?dl=0
  3. Since I did Vizsla here's the fixed model. https://www.dropbox.com/s/r8vxw749vhc6ild/Pre%20Vizsla.pk3?dl=0
  4. Wasn't me, I'm not 100% sure but I don't think this has been done before.
  5. What do you mean by "save", you have to export the model. I'm assuming you have an understanding of using blender.
  6. Open the boba fett model from Raven and the tags are on him, just move these to the deathwatch model. Also make sure they're parented correctly, and you may need to move them around to match the deathwatch model.
  7. Here you go. https://www.dropbox.com/s/umyv4fss54e4vmm/Stun%20Baton.pk3?dl=0
  8. protocol droid folder
  9. Excellent job, my friend.
  10. Have you seen this Otoh Gunga map? http://mrwonko.de/jk3files/Jedi%20Academy/Maps/Free%20For%20All/53757/ But you're correct there is no Dagobah map.
  11. That would be awesome, I need to re-install that game.
  12. That sounds good, but are you aware that any map can have bot routes added, even if it's compiled?
  13. Check the first page of this post. There's a link to my dropbox page where every file is available.
  14. Botroutes were the first thing I learned to do with this game, and it's quite easy. I'm not sure if the amount of effort and time you'll put in this is worth it.
  15. This is from Jedi Outcast but it's the same for Jedi Academy Jedi Knight2 Bot Routes This is not the most user-friendly system ever created by far, but I'll try to explain it in a semi-simple manner. Before you can use any waypoint-related bot commands you will need to enter into bot waypoint edit mode. To do this you'll need to set bot_wp_edit to 1 and restart the map. The bot_wp_edit cvar is cheat protected however, so you'll likely want to add something like this to your command line when starting the game: +devmap mymapname +set bot_wp_edit 1 That should take you into edit mode. Once in edit mode a number of bot waypoint management commands and cvars are available. The first two cvars to note are bot_wp_distconnect and bot_wp_visconnect. If distconnect is non-0 (and it is by default), when a route file is saved there will be an automatic check for how close waypoints are to one another. If a waypoint is more than 400 ingame units from the last or next, a node branching system will be used to connect it (inserting points in between as necessary). The visconnect option works in a similar way, except it checks for visibility rather than distance. Both of these options are very convenient if a level is rather simple and allow you to route a level with very little work. However, if a level is more complex and involves numerous lifts and tricky waypoints placement, it's best to disable them because they may fail where unexpected. If either method fails to branch to a waypoint, it will set that waypoint as being a "one way point" (I'll explain what these are later in more detail), which means that the bot will reverse on the trail when it reaches that point and not go forward on it. When routing a level, you essentially want to just make sure there are waypoints (whether placed manually or by the automated connection routines) everywhere you want bots to go. It's also best to make sure there's always a waypoint close to each spawn point, so a bot has a place to resume the trail on when it respawns. The bots aren't perfect, so if you have an area that's very complex and hard to get through, you may wish to have bots avoid it (unless you don't mind them failing at it now and then). If a bot does manage to get stuck on its trail, it will time out after 2 seconds of no visibility to the next trail point. If it somehow can see the point and cannot get to it, the timeout process will take longer, but will still happen eventually. As far as how the bots actually follow the points you place, they will follow them in numerical order back and forth by default. When the route file is saved, all nearby points and linked to one another as well. So if, for example, waypoint 5 is close to waypoint 98 and the bot wants to get a powerup which is near waypoint 105, he will branch from waypoint 5 to waypoint 98 in order to get to his destination quicker. With that in mind, here are the main commands used for waypoint placement: bot_wp_add - Adds a waypoint at your current ingame location. By default it will add a waypoint after the last in numerical order. However, if you specify an argument with the command it will add the waypoint after a specified waypoint number. So, if you use "bot_wp_add 3", it will insert a waypoint between waypoint 3 and waypoint 4 as waypoint 4 (waypoint 4 will then be bumped up to waypoint 5 an so on). bot_wp_rem - Removes a waypoint. By default this will remove the last waypoint place. If you specify an argument you can remove a specific waypoint by number. So bot_wp_rem 5 would remove waypoint number 5. (and if there is a waypoint number 6, it then becomes number 5, and so on) bot_wp_addflagged - Similar to bot_wp_add, but this requires an argument for the special type of waypoint. Valid arguments are: j - The bot will jump while trying to get to this waypoint. d - The bot will crouch while trying to get to this waypoint. c - A camping/sniping point, the bot will often stand here if it has camping properties. x - Same as 'c', except the bot will crouch while camping. f - Wait for a func brush underneath this point before moving onto it. This is useful for elevators, moving platforms, and other such items so that the bot will wait until the object is under the point before advancing. x - This creates a one-way forward point. The bot will travel past this point, but when reversing on the trail, once he reaches it he will turn back and go forward again. This is a good last resort if you want the bot to jump off a tall ledge he can't get back up. However, use these points sparingly, as they make the bot much less efficient in getting places. y - This creates a one-way backward point. Same principle as the above, except the bot will only pass this point when following a trail in reverse order (5, 4, 3, etc). n - The bot will not perform visibility checks when moving to this point. Should also be used sparingly, as the bot can easily get stuck when moving to these if something prevents it from getting there. m - Sort of reversed from 'f'. The bot will only move here if there is NOT a func brush underneath this point. You can combine these flags however you wish. So if you wanted to add a point that the bot will jump to and only move to when a func brush is under it, you would use "bot_wp_addflagged jf" as the command. This parameter also accepts an additional argument for inserting within trails like bot_wp_add, so if you wanted to insert said point after point 5 in your existing trail, you would use "bot_wp_addflagged jf 5". bot_wp_switchflags - Switches the flags of an existing waypoint. Uses same flags as bot_wp_addflagged. So if you wanted to turn point 5 into a jump point but let it keep all its other existing properties, you would use "bot_wp_switchflags j 5". bot_wp_killoneways - This will remove all one-way (x and y) flags from all waypoints on the level. Can be handy sometimes when the distconnect and visconnect cvars flag waypoints as being one-way automatically. bot_wp_tele - Teleport to a specific waypoint by index. By default it will teleport to the last placed waypoint, but an additional argument will allow you to specify any number (so use "bot_wp_tele 5" to teleport to waypoint number 5, for example). bot_wp_save - Once you are done placing waypoints, this will write the route file out and do all the calculations necessary at save-time. Those are all the commands you should need. If you want to edit an existing route file, just load the level up in waypoint edit mode (as described above) and all the waypoint data will be visible and modifiable. You probably won't end up needing to use many commands other than bot_wp_add, bot_wp_rem, and bot_wp_save. I suggest binding keys to bot_wp_add and bot_wp_rem in order to save time. So then, good luck.
  16. Wow, just top notch I absolutely love watching these. You guys should be at Lucasfilm, you capture the era and feel of Star Wars perfectly.
  17. Lord Dramath from TOR https://www.dropbox.com/s/qezwg1480r4l1ej/Lord%20Dramath.pk3?dl=0
  18. Nice video. I'll have to sub.
  19. Wow, I didn't know that. That would have been awesome.
  20. So Disney thinks KOTOR, Jedi knight series, and the vong are trash, but hey the silly rabbit is worth bringing back.
  21. There's a lot of routes in there, and I don't believe any of them have "wait" commands. I don't think they were needed on any of the maps. I basically just make the routes to circle the entire map. I don't often use functions (unless necessary) because it seems simpler works better. I haven't had problems with the route numbers being to close, if the BOT loses visibility to the next number then they will change direction, but that usually happens at doors, if you put the points to close to the door function.
  22. Go through your hierarchy and look for anything with "_0.001" at the end, that would be the problem. It's either not linked to the hierarchy or a duplicate.
  23. I'm probably wrong, but is it from Jade Empire?
  24. Force Mod has improved bots.
  25. Jeff

    Darth Zannah

    Nice skin, I like it.
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