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Mark_Girland

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Posts posted by Mark_Girland

  1. Good day to all)) need help: When uploading some map to JASP. not all sounds are reproduced in my character: taunt, gloat, anger. I have specified the sounds of my character in console as Jaden_male. And also added new sounds to it. But they don't all work, and only when choosing this character again. these sounds appear. But it's inconvenient for me. because the skin settings are getting lost. how to make the sounds work properly after all?

  2. Hello everyone, need the help of people who know the code OpenJK. The fact is that I would like to know if it is possible to make it so that after pushing the boss of the NPC (Desann or Luke) my player was doing a backflip, not a knockdown. That is, I used the code Jedi_stopknockdown. As I understand it, this line of code is responsible for the backflip of other Jedi NPCs (mostly bosses). When the force of the push is applied to them, they do not fall to the ground but jump back. Therefore, they cannot be shot down. And I would really like my player to have the same ability, so that he does not fall in a knockdown, but does a back flip or jump.
    This very line is present in several files: WP_SABER.cpp:

    vec3_t pushdir;
    if (pulls)
    {
    VectorSubtract(pusher->currentOrigin, self->currentOrigin, pushdir);
    }
    more
    {
    VectorSubtract(self->currentOrigin, pusher->currentOrigin, pushdir);
    }

    //FIXME: Sometimes do this for some NPC force users too!
    if (boba_stop knockdown(himself, pusher, pusher, qfalse))
    {//He can do a backflip instead of being knocked down
    .;
    }
    otherwise, if (Jedi_StopKnockdown(self, pusher, pusher))
    {//They can do a backflip instead of being knocked down
    .;
    }

    G_CheckLedgeDive(self, 72, pushdir, qtrue, qtrue);

    if (!PM_SpinningSaberAnim(self->client->ps.legsanim)
    && !PM_FlippingAnim(self->client->ps.legsanim)
    && !PM_RollingAnim(self->client->ps.legsanim)
    && !PM_InKnockDown(&self->client->ps))
    {
    int KNOCKANIM = BOTH_KNOCKDOWN1;//default knockdown
    if (pusher->client->NPC_CLASS == CLASS_DESANN && self->client->NPC_CLASS != CLASS_LUKE && self->client->NPC_CLASS !=CLASS_KYLE)
    {//desann always knocks you down, unless you're Luke
    Strong knockdown = q is true;
    }
    if (!self->s.Number
    && !Strong knockdown
    && ((!pull && (self->client->ps.Power Level[FP_PUSH] > POWER LEVEL 1 || !g_spskill->integer)) || (pull && (self->client->ps.force level[FP_PULL] > FORCE LEVEL 1 || !g_spskill->integer))))
    {//the player is knocked down only with a strong push **
    if (self->s.weapons == WP_SABER)
    {// temporary HACKING: these are the only 2 pain animations that look good when holding a saber
    KNOCKANIM = PM_PickAnim(self, BOTH_PAIN2, BOTH_PAIN3);
    }
    more
    {
    KNOCKANIM = PM_PickAnim(self, BOTH_PAIN1, BOTH_PAIN18);
    }
    }
    otherwise, if (PM_CrouchAnim(self->client->ps.legsanim))
    {//squatting knockdown
    Knockdown = BOTH KNOCKDOWNS 4;
    }
    more
    {//the usual old knockdown
    vec3_t plfwd, slats = { 0,self->client->ps.viewing angles[YAW],0 };
    vec3_t sfwd, viewing angles = { 0,pusher->client->ps.viewing angles[YAW],0 };
    Angular vectors(Planks, PLFWD, ZERO, ZERO);
    Angular vectors (SANGLES, SFWD, ZERO, ZERO);
    if (dot product (sfwd, pLFwd) > 0.2f)
    {//pushes it from behind
    //FIXME: Check if we are aiming below or above the waist?
    if (pulls)
    {
    Knockdown = BOTH KNOCKDOWNS 1;
    }
    more
    {
    Knockdown = BOTH KNOCKDOWNS 3;
    }
    }
    more
    {//pushing it from the front
    if (pull)
    {
    Knockdown = BOTH KNOCKDOWNS 3;
    }
    more
    {
    Knockdown = BOTH KNOCKDOWNS 1;
    }
    }
    }
    if (knockdown == BOTH_KNOCKDOWN1 && Strong knockdown)
    {//push *hard*
    Knockdown = BOTH_KNOCKDOWN2;
    }
    NPC_SETANIM(self, SETANIM_BOT, KNOCKANIM, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD);
    if (self->s.number >= MAX_CLIENTS)
    {//randomize the time of receipt - but not for adding a component
    int;
    if (self->client->NPC_class == CLASS_BOBAFETT |/ self->client->NPC_class == CLASS_MANDALORIAN |/ self->client->NPC_class == CLASS_JANGO)
    {
    Addition time = Q_irand(-500, 0);
    }
    more
    {
    Addition time = Q_irand(-300, 300);
    }
    self->client->ps.legsAnimTimer += Add time;
    self->client->ps.torsoAnimTimer += Time of addition;
    }
    //more
    {//the player stays longer so that you have more time to decide to get up quickly
    if (PM_ForceUsingSaberAnim(self->client->ps.legsanim))
    {
    self->client->ps.legsanim_timer += PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME;
    self->client->ps.torsoanimtimer +=PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME;
    }
    }
    //
    if (pusher->NPC && pusher-> enemy == Me)
    {//pushed pushed his enemy
    G_AddVoiceEvent(pusher, Q_irand(EV_GLOAT1, EV_GLOAT3), 3000);
    Pusher->NPC->Blocked phone call time = level.time + 3000;
    }
    }
    }
    self->forcePushTime = level.time + 600; // let the click effect last 600 ms
    }

     

    It is also available in AI_Jedi.cpp :

     qboolean Jedi_StopKnockdown(gentity_t* pickup, gentity_t* pusher, as const vec3_t pushDir)
    {
    if (self->s.number of <MAX_CLIENTS |/ !self->client)
    {//only NPCs
    return qfalse;
    }

    if (self->client->ps.forcepowerlevel[FP_LEVITATION] < FORCE_LEVEL_1)
    {//only forced users
    return qtrue;
    }

    if (self->client->Move type == MT_FLYSWIM)
    {//can't knock me down when I'm flying
    , return qtrue;
    }

    if ( self->NPC && (self->NPC->aiFlags&NPCAI_BOSS_CHARACTER) )
    {//the boss is always out knockdown
    }
    else if (Q_irand(0, the RANK of CAPTAIN + 5) > I->NPC-> rank)
    {//the lower their rank, the greater the likelihood that they will fall
    returning qtrue;
    }

     

    To be honest, I am strong in the game code, but I would like to figure it out and do what I want. I really hope for your help. I hope you can help me

  3. Hi everyone, need help coding one thing in JA. Can someone tell me what to do so that when the npcs push me away, I do a somersault or just an automatic jump, but do not fall into a knockdown?
    it seems to me that the situation lies in the section AI_Jedi.cpp , or in other sections, but I can't find a piece of code that makes other npcs jump backflip after a push

  4. 34 minutes ago, Linken said:

    I was expecting an "attack aircraft". Also I noticed that the resistance and First Order factions are missing.

    I need to see the exact command you wrote.

    I usually bind a key to the playermodel defaultja command. it turns out my command looks like this: bind q playemodel defaultja. you have seen the name itself, I have set up my npc file

  5. 7 hours ago, Linken said:

    Download and install the public build of the mod. I don't know why you're insisting on building your own exe file

    The game is finally working, thanks for the help, now something else. I bind the playermodel command to the character I created. In it, I specified playermodel player. But an attack aircraft appears. Previously, this was not in the kotf fashion. And the player model did not change, but was the same as I set initially. Why is it now?

  6. Hello dear Jedi Knight modders. I am having a problem namely with the Galactic Legacy (SWGL) mod when starting a mission or map in the game. She crashes !!! This happens after I compiled the executable files of the game (dll and exe) But my friend who also uses this mod, my assemblies work fine. And he sent me his such files. But they do not work for me ... Please tell me what it can be. How can I fix this? 

     

    P.S .: my build: Windows 7 pro x64, Visual studio 16 2019, cmake 3.21.3

  7. Good day to all! None of the coders collected the source code of the Star Wars Galactic Legacy mod?? When I build, even without my changes in the code, when opening a map or starting a mission, the game crashes. I tried to move the compiled files to the game folder. And the file that is responsible for the sp game library swglgamex86.dll (jagamex86.dll ) it doesn't work for me.
    When I try to debug, I get an error:
    ntdll.pdb not loaded Unhandled exception at 0x7731E9A3 (ntdll.dll 😞 0xC0000374: The head was corrupted (parameters: 0x77354270).
    Do you have any ideas how to solve my problem? I really hope for help!

    P.S.: My build: Windows 7 x64, CMake 3.21.3, Visual Studio 2019 v. 16.11.3.

  8. Hey, guys I have a question of a part of the game code ... When am I useing two sabers in the game?  How can it be done so that when switching to a single saber, it was possible to apply super blows and fast-style rods, and then back when switching to a second saber to work and dual style work?

  9. Hello everyone, coders and modders. Tell me, what part of the source code in Jedi Academy is responsible for ensuring that NPCs automatically pushes missiles and projectiles? I know this part is related to the forcethrow code, but how exactly can I change it so that my player can do the same???

  10. On 2/22/2021 at 10:18 AM, GamingPrince83 said:

    I've gotten it to work!

     

    else
    {
    if ( self->NPC )
    {//NPCs can push more often
    //FIXME: vary by rank and game skill?
               }Copy the line marked in Yellow and replace the line in blue
    }
    / /
    {
                self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500 } }

     

     

    I have one more question for you: many NPCs when you shoot them, they automatically push missiles and projectiles, do you happen to know how to find this code to register it for the player?

  11. 12 hours ago, GamingPrince83 said:

    Hello there. This is the code for Push and Pull speed. I left some notes to help you understand the code.

    
    if ( pull )
    	{
    		if ( self->NPC )
    		{//NPCs can push more often
    			//FIXME: vary by rank and game skill?
    			self->client->ps.forcePowerDebounce[FP_PULL] = level.time + 200; // This is the Pull speed for NPCs, edit this to determine how fast npcs pull!
    		}
    		else
    		{
    			self->client->ps.forcePowerDebounce[FP_PULL] = level.time + self->client->ps.torsoAnimTimer + 500; // // This is the Pull speed for the Player, edit this to determine how fast Players pull!
    		}
    	}
    	else
    	{
    		if ( self->NPC )
    		{//NPCs can push more often
    			//FIXME: vary by rank and game skill? 
    			self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + 200; // This is the Push speed for NPCs, edit this to determine how fast npcs push!
    		}
    		else
    		{
    			self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500; // This is the Push speed for the Player, edit this to determine how fast the Player pushes!
    		}
    	}

     

    I edited to 200, but it's not enough, it doesn't push like npc

  12. Hello everyone, I recently found the value of the push force speed like that of the npc, but having slightly reduced the values from 500 units to 200, I noticed that the player began to push faster but slightly fast as the npc, moreover, the npc started pushing even faster than before. How can I change the speed of the force push so that I am on par with the NPC ??? One more thing, it seems to me that the push force is somehow related to the pulling force. How to explain this ???

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