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Stoiss

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Everything posted by Stoiss

  1. Very nice Job here Boothand you should have moved this to JKA instead But keep going with the coding and you can get far with it
  2. JKG is license to be a Freelancer project for everyone who wants to help or do somthing in it, like JK:E is, so everyone who wants to give some time in it is welcome to do so
  3. for what it sounds like to me, you are trying to make a Block button to handle idle anim for block or not in Getsaberstance you can do that, as it is not just to add new stance but how the stance does idle anim for the saber stance But GetSaberstance can also be coded to do Manual Block Anim also its a bit more tricky as you need to know the anim, you could look in JKG source code and see how that has been done. but a good places to start as to make Manual Block would be in Bg_Saber.c you can look at that code i added in this post post here with PM_SetBlock function. and see how that works out I have a old code here from one of my old code base i once did, you can freely use it if you want int PM_GetSaberStance(void) { int anim = BOTH_STAND2; saberInfo_t *saber1 = BG_MySaber( pm->ps->clientNum, 0 ); saberInfo_t *saber2 = BG_MySaber( pm->ps->clientNum, 1 ); if (!pm->ps->saberEntityNum) { //lost it return BOTH_STAND1; } if ( BG_SabersOff( pm->ps ) ) { return BOTH_STAND1; } if ( saber1 && saber1->readyAnim != -1 ) { return saber1->readyAnim; } if ( saber2 && saber2->readyAnim != -1 ) { return saber2->readyAnim; } if ( saber1 && saber2 && !pm->ps->saberHolstered ) {//dual sabers, both on return BOTH_SABERDUAL_STANCE; } switch ( pm->ps->fd.saberAnimLevel ) { case SS_DUAL: if (pm->cmd.buttons & BUTTON_BLOCK) { anim = BOTH_SABERDUAL_STANCE; } else anim = BOTH_STAND1; break; case SS_STAFF: if (pm->cmd.buttons & BUTTON_BLOCK) { anim = BOTH_SABERSTAFF_STANCE; } else anim = BOTH_STAND1; break; case SS_FAST: if (pm->cmd.buttons & BUTTON_BLOCK) { anim = BOTH_SABERFAST_STANCE; } else anim = BOTH_STAND1; break; case SS_STRONG: if (pm->cmd.buttons & BUTTON_BLOCK) { anim = BOTH_SABERSLOW_STANCE; } else anim = BOTH_STAND1; break; case SS_TAVION: if (pm->cmd.buttons & BUTTON_BLOCK) { anim = BOTH_SABERTAVION_STANCE; } else anim = BOTH_STAND1; break; case SS_DESANN: if (pm->cmd.buttons & BUTTON_BLOCK) { anim = BOTH_SABERDESANN_STANCE; } else anim = BOTH_STAND1; break; case SS_MEDIUM: if (pm->cmd.buttons & BUTTON_BLOCK) { anim = BOTH_STAND2; } else anim = BOTH_STAND1; case SS_NONE: default: if (pm->cmd.buttons & BUTTON_BLOCK) { anim = BOTH_STAND2; } else anim = BOTH_STAND1; break; } return anim; } int PM_SetBlock(void) { int anim = BOTH_STAND2; if( pm->cmd.forwardmove < 0 ) {//Upper Top block if( pm->cmd.rightmove < 0 ) {//upper left block pm->ps->saberBlocked = BLOCKED_UPPER_LEFT; } else if ( pm->cmd.rightmove > 0 ) {//upper right block pm->ps->saberBlocked = BLOCKED_UPPER_RIGHT; } else {//Top Block pm->ps->saberBlocked = BLOCKED_TOP; } } else if ( pm->cmd.forwardmove > 0 )//Walking Forward BLOCK { if( pm->cmd.rightmove < 0 ) {//lower left block pm->ps->saberBlocked = BLOCKED_LOWER_LEFT; } else if ( pm->cmd.rightmove > 0 ) {//lower right block pm->ps->saberBlocked = BLOCKED_LOWER_RIGHT; } else { pm->ps->saberBlocked = BLOCKED_TOP; } } else { if( pm->cmd.rightmove < 0 )//left block { pm->ps->saberBlocked = BLOCKED_UPPER_LEFT; } else if ( pm->cmd.rightmove > 0 )//right block { pm->ps->saberBlocked = BLOCKED_UPPER_RIGHT; } else {//not moving just holding button block. anim = BOTH_STAND2; } } return anim; } Put int PM_SetBlock(void) Before PM_WeaponLightsaber Go to // Now we react to a block action by the player's lightsaber. In Bg_Saber.c above there you can add if (( pm->ps->"put you Block button call here") && !(pm->ps->weaponstate == WEAPON_DROPPING || pm->ps->weaponstate == WEAPON_RAISING)) && PM_SetBlock()) { //keep him in the blocking pose until he can attack again return; } } else { pm->ps->weaponstate = WEAPON_READY; }
  4. If you want a blocking function, you should make it in the PM_GetSaberStance in bg_pmove, or in bg_saber.c before the PM_WeaponLightsaber and call a button call above some where in the code. w_saber.c is for the action of how the saber needs to bahave for blocking like incomming attacks and special attacks and trace of the saber and more.
  5. Looks like disney is fucking up Star Wars for sure now. https://www.youtube.com/watch?v=AZ3n_D1zBrg
  6. watch out for does fixes @@eezstreet 6 mounth later you have done more then you ever wanted to do
  7. JKG was awesome with all its weapons and also when the saber system was working sadly we had to close it down.
  8. the npcs don't need a bot class system to behavie like we did it in EoC, that was for bots and not npcs npcs has its own class system setup, and it is not the class stuff there is broken, but how the npcs does its stance, i remember seeing this for OJP:E source where //[stanceselektion] is done in some of the npcs code. where it tells it to Swift stance more in combat
  9. just becours the full source has been released, does it not mean it is more easy to make it happen.. it still use a diff way of how the npcs behavie and works in sp for how they do in mp, the npc code in mp was a really pure port of the sp code, and has always been a pain to work with, maybe thats why no one really never have done somthing awesome with them, i only know one mod there have improved npc ai, witch was JKG, and later got a huge improvement in my mod.
  10. then take that edit text you have in you config at put it in to the openjk.cfg in My Games/OpenJK/MODNAME, it should work fine with that. i have done it a mil times without problems
  11. Use OJP:E or get a coded mod with it, desann and tavion styles is call the forbiden style, and need to get coded to work in the game if you have a high or low level depends on what sort of config you set up for it in the code, the cheap and easy way is, doing it in the sab. files but does servers you want to use it on need to have does files also
  12. awesome Job more models like this is needed a Custompack maybe with diff models and layouts
  13. Put it in OpenJK https://developer.nvidia.com/physx-source-github
  14. yeah i know, forgot about that when i posted it, but it could be putted in
  15. question, does this hud you make have a cloak and jetpack fuel bar also ?
  16. Stoiss

    Entities

    Boba did make a load screen where it show the % of data it was loading, but not all the weapons if i remember right, it loaded them in categories of each weapons types i think
  17. Yellow for MB2, and Ja++ and BaseJa Red stance red was always the hard part to learn to use right with you own play style so there for my Fav
  18. i have check that or else it would be pointless send it to him
  19. it is just the map it self witch was playable is that what you want.. so you can decompile it or what is the project with it
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