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RobiWanKen0bi

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Everything posted by RobiWanKen0bi

  1. Yes he has the class_kyle, but I missed the spawnflag, that must be it. Thank you! I'll wait for awhile if someone has a solution via code for the player, but if nothing else works, then I'll try it your way, Linken.
  2. No, not the base assets, I'm only modifying the pk3 files in a custom MOD folder.
  3. This never happened to me before. I've noticed that the ones that get strangely corrupted are the ones that contain the bsp's modified with the tool, bsp editor. Not 100% sure yet.
  4. So I'm getting really frustrated with something odd that is happening lately. I'm having the jedi academy installed on an external hard drive (SSD actually) so I can easily transfer and continue my content and work on through different laptops. I have Windows 10 installed on 1 and Win 11 on another. I was finally happy to finish my mods but all of a sudden the files inside the pk3 started getting corrupt. I've noticed at first that the ui files went missing and then maps too. I'm wondering why is this happening? Has anyone else had this issue before? I'm using 7z to open these pk3 files and it never made errors before.
  5. Hey everyone! I've been thinking on how to add Kyle's signature kung fu moves to player at some stage of the map via code. Now I know I can use the cheat "Iknowkungfu", but I want it to be done differently: scripted at level start in a code. The "WP_MELEE" simply doesn't work that way. It only adds punches, but no kick. Is there another way then? affect ( "player", FLUSH ) { set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_MELEE" ); } Also another request: I know the Kyle Boss with his lightsaber is hard coded, but if I spawn him through code he never uses his moves. But if I spawn him through cheat "Npc spawn Kyle_boss" then he uses his moves frequently (pulls away player's saber, kungfu kicks and punches around...)
  6. Bingo! We have a winner! That was it, the glm needed modification, just like mrwonko said. Thank you everyone for the help! Now we all know the solution to this issue. Circa it's the MOD which I've modified for my personal use. As far as I know the mod has no new updates by the author and the galak_mech and similar files aren't included, cuz he said you need the original JO game to get those files (buy the game).
  7. That sounds like it could work. I've already done things in Blender with the JA plugin (for using glm) to convert JA models to JO (mostly needed the animations for the JO MOD cinematics). I'll let you know if your solution works. In the meantime, if anyone has any other ideas, then I'm eager to hear them.
  8. Guys........ I've mentioned before, I've tried it ... every.... way... possible: torso_galaktorso_off torso_collar_off torso_galakface_off torso_eyes_mouth_off torso_galakhead_off "torso_galaktorso_off torso_collar_off torso_galakface_off torso_eyes_mouth_off torso_galakhead_off" "torso_galaktorso_off" "torso_collar_off" "torso_galakface_off" "torso_eyes_mouth_off" "torso_galakhead_off" also tried it with the skin file. should i quote myself? And I've tried modifying the skin file too. Trying setting it for example torso_galakface_off,models/players/galak/face.tga or torso_galakface_on,models/players/galak/face.tga or torso_galakface_off,*off or torso_galakface,models/players/galak/face.tga or simply deleting it or even adding the textures to galak_mech folder and torso_galakface_on,models/players/galak_mech/face.tga The thing is something JA has changed, cuz the model is missing from JO and the actual Galak_mech model has been imported via a MOD. Some parameter is different in JA cuz it doesn't recognize it: It says in the console: WARNING: UNKNOWN KEYWORD "TORSO_COLLAR_OFF" WHILE PARSING "GALAK_MECH"
  9. I'm sorry, but I did say I tried it in ever way, mrwonko. Check the previous messages. Also SomaZ is right. thsi is a MOD of JO in the JA game. Okay, for clearing everything here's the full file content: Galak_Mech { playerModel galak_mech // customSkin gal surfOn torso_galaktorso_off torso_collar_off torso_galakface_off torso_eyes_mouth_off torso_galakhead_off surfOff helmet weapon WP_REPEATER health 1000 width 20 height 88 crouchheight 88 snd galak_mech reactions 5 aim 5 move 3 aggression 5 evasion 1 intelligence 5 rank crewman playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER // race klingon class CLASS_ASSASSIN_DROID //class CLASS_JEDI snd galak sndcombat galak sndextra galak yawSpeed 50 walkSpeed 45 runSpeed 150 dismemberProbHead 0 dismemberProbArms 0 dismemberProbHands 0 dismemberProbLegs 0 dismemberProbWaist 0 headPitchRangeUp 60 headPitchRangeDown 60 torsoPitchRangeUp 60 torsoPitchRangeDown 60 }
    I've been playing around with this bsp editor and it is really fantastic to use. I managed to easily modify a lot of maps and made the demo versions of DF2 and MOTS playable. Made some changes to maps to the JO mod for JA and now I've connected the bonus maps to the regular ones in the DF demo. I truly recommend this tool, which makes bsp editing a lot more easier.
  10. Nope, that doesn't work. And the Warning message isn't appearing either. Still he lacks his human parts/head. I've got nothing.
  11. Tried it, doesn't work. Tried it with and without "" but no luck so far. It says in the console: WARNING: UNKNOWN KEYWORD "TORSO_COLLAR_OFF" WHILE PARSING "GALAK_MECH" I even tried mixing everything. The helmet turns off but not the rest. Tried throwing out the collar, but the message is still the same with the others. Galak_Mech { playerModel galak_mech // customSkin gal surfOn "torso_eyes_mouth_off" "torso_galakhead_off" surfOff "helmet" "torso_galakface_off" weapon WP_REPEATER health 1000 ......... etc.
  12. Oddly enough it doesn't seem to be the case. This is from the npc file which is lastly loaded, I'm sure enough, so it should override any file before it: Galak_Mech { playerModel galak_mech weapon WP_REPEATER health 1000 width 20 height 88 crouchheight 88 snd galak_mech reactions 5 aim 5 move 3 aggression 5 evasion 1 intelligence 5 rank crewman playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER // race klingon class CLASS_ASSASSIN_DROID //class CLASS_GALAKMECH snd galak sndcombat galak sndextra galak yawSpeed 50 walkSpeed 45 runSpeed 150 dismemberProbHead 0 dismemberProbArms 0 dismemberProbHands 0 dismemberProbLegs 0 dismemberProbWaist 0 headPitchRangeUp 60 headPitchRangeDown 60 torsoPitchRangeUp 60 torsoPitchRangeDown 60 } And I've tried modifying the skin file too. Trying setting it for example torso_galakface_off,models/players/galak/face.tga or torso_galakface_on,models/players/galak/face.tga or torso_galakface_off,*off or torso_galakface,models/players/galak/face.tga or simply deleting it or even adding the textures to galak_mech folder and torso_galakface_on,models/players/galak_mech/face.tga I'm pretty sure something is missing here, something I've overlooked. Can the CLASS affect the skin? Cuz it's robotic...?
  13. Okay so I have a workaround. The saber file is set to staff, but the important part is the Gamorrean npc file. You need to set class and saberstyle (and probably rank too). At the moment I've set class to jedi and rank lt to use normal taunt and saberstyle 7 like in the picture. I'm sure there are other solutions, but this will suffice for now. Thank you Linken for the help!
  14. Hi! So I've been fiddling around with the JO mod for JA for quite awhile and saw that the Galak boss fight has his armor on but no visible face. I wanted to make him without his helmet on during the cinematics with Kyle at least, but found out that the head is not visible. Then I've opened up the .skin file and tried modifying it on several ways... but the head is still not visible, which is weird cuz I fired up the Noesis tool for viewing the model.glm and you can clearly see that his head is still there. Does anybody know what's the issue here? Also his helmet goes back when he moves, exposing his..... nothing cuz he doesn't have a head.
  15. Hello everyone! Now this really .... annoys me. I've tried everything: modifying the npc file of the gamorrean in many ways - adding class, rank, saberstyle.... nothing works. Also tried the weapon and saber files, but no luck. What really annoys me that the Gamorrean uses jedi taunt (like saber spin in hand) with vibro-axe, which makes it illogical since he has no force powers. I also tried altering the weapon using the tusken gafi stick, but the animation looks messed up. Also tried adding gloatAnim BOTH_SHOWOFF_STAFF and tauntAnim BOTH_STAFF_TAUNT ..... Noooothing changes! The player uses new anims, but the npc doesn't! What I've noticed that the NPC reborn_staff has this same issue (not sure if on purpose) with the taunt, but reborn_staff2 has his normal staff like taunt animations. Can somebody explain this why it's happening?
  16. I managed to solve it myself. The problem was that the font size was 1.25 in ingame.menu. Changing it back to descScale 1 solved it. I'm leaving this post here for anyone else having this similar issue in the future.
  17. Oops, forgot about the spawnflags ... Yaaaaay!! It works that way!!!! Thank you for all your help!
  18. Well first, it's always better to name the folder JEDI_something (eg. JEDI_darklord) of the player model so it can show up in the character creation menu. You can keep the CJP_DarklordMale_01 folder, but make a separate one too with the "JEDI_darklord" and add there the necessary skins. Second you probably need to add these skins too for the Hoth mission: skins torso_g1 and lower_e1. And lastly but probably not that important for the model to show up, you can add to menu.str: REFERENCE JEDI_DARKLORD NOTES "For character menu" LANG_ENGLISH "Dark Lord" And I see that you have 10+ head .skins and only 1 or 2 torso and leg skins. My advice, try it first with 1 head 1 torso and 1 leg skins file, see if it works and then add the rest. Good luck!
  19. Are you referring that it's not using absolute coordinates, but relative coords? I've tried it that way, but still it's not working. I'm sure I'm missing something. I've drawn it how I've tried to solve it and it's not working that way. So in theory the "origin" "-1693 1981 676" should work as x=0 y=0 z=0 to mins and maxs coords? { "classname" "misc_model_breakable" "modelscale" "1" "origin" "-1693 1981 676" "model" "models/map_objects/desert/rock.md3" "angle" "0" "autobound" "1" "mins" "-50 -50 -50" "maxs" "50 50 50" } I'll try it your way, if nothing else works. Thing is that the map has missing sections (walls, not just textures).
  20. I've found those two solutions, though not perfect, still it's usable in some way. The first one with the door pillar (collision box) works kind of way, but I'd prefer the other one, if possible: { "model" "*4" "origin" "80 4090 688" "classname" "func_static" "script_targetname" "doorpillar1" } The second one sounds better but it doesn't really work for me yet. In the original map it works, but when I insert it into my map and change the coords of mins and maxs to match what I want then it won't work. I think I'm doing something wrong there. What I know is that mins means minimal size of object in x y z coordinates, if I'm not wrong? { "classname" "misc_model_breakable" "model" "models/map_objects/imp_mine/shuttle.md3" "autobound" "1" "mins" "-419 -310 -259" "maxs" "289 310 467" "angle" "360" "origin" "-70 -232 272" }
  21. I'm doing this for personal use (SP only), cuz I'm only modifying the content others have created. Not sure if I can freely share it to the public, without asking around for permissions and mostly these mods are abandoned as far as I know (DF, DF2 and MOTS).
  22. Hello everyone! I'm wondering if you can tell me how to add a static model to a map, cuz I've searched on many places for instructions and didn't find any. The thing is I'm using BSP entity editor (though it can be done in other ways by editing entities) and it works in a way to add a static object but it won't make it solid in the game. So the player can walk through those models, but otherwise it shouldn't be possible. I want to add static objects to a bsp (area map) to block some doorways, so I'm wondering how can I make that in a way for example: adding visible rocks and/or invisible boxes to prevent players/npcs from getting through them? Here's what I have in the code, but currently something is missing, I presume: { "classname" "misc_model_static" "_rs" "1" "modelscale" "1" "origin" "-1693 1981 676" "model" "models/map_objects/desert/rock.md3" "angle" "0" "_cs" "1" }
  23. Thanks everyone for the help! I've tried Circa's tutorial and it works that way. I've put together a rather basic demo version of the Dark forces 2 game, though I'm not sure, if I'm allowed to share it. I've used the resources from various mods and it was meant for personal use. And the game has a beginning of Nar S. and an end at the Valley, around 7 levels.
  24. Hi. I've been working on some basic scripts and can't seem to figure out how to make this work. I'm sure it's not that complicated. The thing is, Player faces two opponents (Pic and Gorc), after defeating both of them, the player changes the map. I have something like this written based on some JA scripts, but doesn't seem to work: Part in the BSP: { "classname" "NPC_spawner" "NPC_targetname" "gorc" "deathscript" "11gorc/gorcdead" "NPC_type" "gorc" "angle" "0" "origin" "0 -800 4" } { "classname" "NPC_spawner" "NPC_targetname" "pic" "deathscript" "11gorc/picdead" "NPC_type" "pic" "angle" "0" "origin" "70 -800 4" } { "classname" "target_level_change" "mapname" "voj_tower" "targetname" "map_change" "origin" "-100 -408 4" } And the scripts - Gorcdead.ibi: rem ( "Gorc is dead. Flush yourself." ); set ( "brosdead", "+1" ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { if ( $get( FLOAT, "brosdead")$, $ =$, $2$ ) { affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/kyle/misc/gloat1.mp3" ); } run ( "11gorc/gorcpicdead" ); } } picdead.ibi: //Generated by BehavEd rem ( "Pic is dead. Flush yourself." ); set ( "brosdead", "+1" ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { if ( $get( FLOAT, "brosdead")$, $ =$, $2$ ) { affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/kyle/misc/ffturn.mp3" ); } run ( "11gorc/gorcpicdead" ); } } and the script that should be called if both NPCs are dead - gorcpicdead.ibi: rem ( "Play video, then level change" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "HOTH3_OBJ3" ); sound ( /*@CHANNELS*/ CHAN_LOCAL, "sound/interface/update.mp3" ); wait ( 2000.000 ); sound ( /*@CHANNELS*/ CHAN_LOCAL, "sound/interface/update.mp3" ); wait ( 2000.000 ); sound ( /*@CHANNELS*/ CHAN_LOCAL, "sound/interface/update.mp3" ); wait ( 2000.000 ); sound ( /*@CHANNELS*/ CHAN_LOCAL, "sound/interface/update.mp3" ); wait ( 1.000 ); set ( /*@SET_TYPES*/ "SET_VIDEO_PLAY", "DF2_13tower" ); wait ( 1.000 ); rem ( "change the level" ); use ( "map_change" );
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