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katanamaru

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  • Gender
    Male
  • Location
    Houston TX
  • Interests
    Historical European Martial Arts (HEMA)
    longsword, sword and buckler, saber, montante (great sword)
    weight lifting
    video games

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  1. So far no luck. I can make both blades sabers or both sword blades. I'm going to get some old notes off my old laptop to see if that helps me. I did some digging while pondering the issues and couldn't find any saber mods that had one steel blade and one energy blade. So it's not looking to good.
  2. Can someone please copy and paste the most recent sabers.sab file? The one in assests1.pk3 is the old one. I can't get to my older laptop that has the up to date one on it. Or message it to me. Thanks.

    1. Aldro Koon

      Aldro Koon

      Here you go

      Spoiler

       

      //Lightsaber configurations, use by name

      /*
      NOTE: add new sabers by putting their entries in a .sab file in ext_data

      defaults and explanations of fields:
          //saber type
          saberType                SABER_NONE - what kind of saber to use ( SABER_SINGLE, SABER_STAFF)

          //saber hilt
          saberModel                "models/weapons2/saber_reborn/saber_w.glm" - what saber hilt model to use
          
          A note about saber hilt models:  the surface names on saber models should *always* start with "w_", the code expects it.

          customSkin                "" - a .skin file to apply to the saber hilt model, if any (overrides saber hilt model's internal texture mapping)

          soundOn                    "sound/weapons/saber/enemy_saber_on.wav" - turn on sound
          soundLoop                "sound/weapons/saber/saberhum3.wav" - loop sound (must be a .wav file)
          soundOff                "sound/weapons/saber/enemy_saber_off.wav" - turn off sound

          //blades
          numBlades                1 - how many blades it has (min of 1, max of 😎

          A note about blade tags:  each blade will be drawn from it's corresponding tag's position and in the direction (negative X axis in ModView) of that tag.
          The naming of the tags must be as follows:
          "tag_blade1" for the first blade.  I made the code fall back to "tag_flash" if it can't find the tag_blades so that the code will still work pre-JKA sabers, but we you should always use the new name.
          All following blades (if applicable) should be "tag_blade2", "tag_blade3", etc., to a maximum of 8 blades ("tag_blade8")

          //saber length
          //NOTE: these should be inputted in order - setting "saberLength" automatically sets all of the others to the same length
          saberLength                32 - how long the saber's first blade should be (minimum of 4)
          saberLength2            saberLength - how long the saber's second blade should be (minimum of 4)
          saberLength3            saberLength - how long the saber's third blade should be (minimum of 4)
          saberLength4            saberLength - how long the saber's fourth blade should be (minimum of 4)
          saberLength5            saberLength - how long the saber's fifth blade should be (minimum of 4)
          saberLength6            saberLength - how long the saber's sixth blade should be (minimum of 4)
          saberLength7            saberLength - how long the saber's seventh blade should be (minimum of 4)
          saberLength8            saberLength - how long the saber's eigth blade should be (minimum of 4)

          //saber radius
          //NOTE: these should be inputted in order - setting "saberLength" automatically sets all of the others to the same length
          saberRadius                3 - how wide the saber's first blade should be (minimum of 0.25)
          saberRadius2            saberRadius - how wide the saber's second blade should be (minimum of 0.25)
          saberRadius3            saberRadius - how wide the saber's third blade should be (minimum of 0.25)
          saberRadius4            saberRadius - how wide the saber's fourth blade should be (minimum of 0.25)
          saberRadius5            saberRadius - how wide the saber's fifth blade should be (minimum of 0.25)
          saberRadius6            saberRadius - how wide the saber's sixth blade should be (minimum of 0.25)
          saberRadius7            saberRadius - how wide the saber's seventh blade should be (minimum of 0.25)
          saberRadius8            saberRadius - how wide the saber's eigth blade should be (minimum of 0.25)

          //saberColor - valid colors:  random, red, orange, yellow, green, blue, and purple
          //NOTE: these should be inputted in order - setting "saberColor" automatically sets all of the others to the same color
          saberColor                red - what color the saber's 1st blade should be
          saberColor2                saberColor - what color the saber's 2nd blade should be
          saberColor3                saberColor - what color the saber's 3rd blade should be
          saberColor4                saberColor - what color the saber's 4th blade should be
          saberColor5                saberColor - what color the saber's 5th blade should be
          saberColor6                saberColor - what color the saber's 6th blade should be
          saberColor7                saberColor - what color the saber's 7th blade should be
          saberColor8                saberColor - what color the saber's 8th blade should be

          //locked style
          saberStyle                none - what one style it's limited to, if any (fast, medium, strong, desann, tavion)

          //maxChain
          maxChain                0 - how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior)

          //throwable
          lockable                1 - whether or not it can be stuck in a saber lock

          //throwable
          throwable                1 - whether or not it can be thrown

          //disarmable
          disarmable                1 - whether or not it can be disarmed (dropped)
       
          //blocking
          blocking                1 - whether or not user will try to block incoming shots (shots always bounce off it, this just determines if the user *tries* to block with it)
       
          //twoHanded
          twoHanded                0 - whether or not it requires 2 hands (makes it restrict force powers but makes it stronger in locks or parries)

          //force power restrictions
          forceRestrict            0 - what force powers it restricts, use these keys, a seperate entry per power:
                                  FP_HEAL                    
                                  FP_LEVITATION            
                                  FP_SPEED                
                                  FP_PUSH                    
                                  FP_PULL                    
                                  FP_TELEPATHY            
                                  FP_GRIP                    
                                  FP_LIGHTNING
                                  FP_SABERTHROW
                                  FP_SABER_DEFENSE
                                  FP_SABER_OFFENSE
                                  //new Jedi Academy powers
                                  FP_RAGE
                                  FP_PROTECT
                                  FP_ABSORB
                                  FP_DRAIN
                                  FP_SEE

          //lockBonus
          lockBonus                0 - this pushes harder/weaker in saberlocks

          //parryBonus
          parryBonus                0 - this is stronger/weaker in a parry (harder to break, more likely to knockaway)

          //breakParryBonus
          breakParryBonus            0 - this is more/less likely to break a parry

          //disarmBonus
          disarmBonus                0 - this is more/less likely to disarm another saber in a saberlock or knockaway

          singleBladeStyle        none - makes it so that you use a different style if you only have the first blade active

          singleBladeThrowable    0 - makes it so that you can throw this saber if only the first blade is on

          brokenSaber1            none - if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your right hand
          brokenSaber2            none - if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your left hand

          returnDamage            0 - when returning from a saber throw, it keeps spinning and doing damage
      */

      Kyle
      {
          name        "Katarn"
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber/saber_w.glm"
          soundOn        "sound/weapons/saber/saberon.wav"
          soundLoop    "sound/weapons/saber/saberhum4.wav"
          soundOff    "sound/weapons/saber/saberoff.wav"
          saberLength    40
          saberColor    blue
      }

      Kyle_boss
      {
          name        "Katarn"
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber/saber_w.glm"
          soundOn        "sound/weapons/saber/saberon.wav"
          soundLoop    "sound/weapons/saber/saberhum4.wav"
          soundOff    "sound/weapons/saber/saberoff.wav"
          saberLength    40
          saberColor    blue
          lockBonus    2
          parryBonus    2
          disarmBonus    2
          notInMP    1
      }

      Luke
      {
          name        "Skywalker"
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber_luke/saber_w.glm"
          soundOn        "sound/weapons/saber/saberon.wav"
          soundLoop    "sound/weapons/saber/saberhum5.wav"
          soundOff    "sound/weapons/saber/saberoff.wav"
          saberLength    40
          saberColor    green
          notInMP    1
      }

      Desann
      {
          name        "Retribution"
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber_desann/saber_w.glm"
          soundLoop    "sound/weapons/saber/saberhum2.wav"
      //    saberLength    48
          saberLength    64
          saberRadius 6
          saberColor    red
          notInMP    1
      }

      RebornMaster
      {
          name        "RebornMaster"
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber_desann/saber_w.glm"
          soundLoop    "sound/weapons/saber/saberhum2.wav"
          saberLength    48
          saberColor    red
          lockBonus        1
          parryBonus        1
          breakParryBonus    1
          disarmBonus        2
          notInMP    1
      }

      Tavion
      {
          name        "Stinger"
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber_reborn/saber_w.glm"
          saberLength    40
          saberColor    red
          notInMP    1
      }

      reborn_new
      {
          name        "reborn_new"
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber_reborn/saber_w.glm"
          saberLength    40
          saberColor    red
          lockBonus        1
          parryBonus        1
          breakParryBonus    1
          disarmBonus        1
          notInMP    1
      }

      Shadowtrooper
      {
          name        "Shadowtrooper"
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber_reborn/saber_w.glm"
          saberLength    40
          saberColor    red
          notInMP    1
      }

      Reborn
      {
          name        "Reborn"
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber_reborn/saber_w.glm"
          saberLength    32
          saberColor    red
          notInMP    1
      }

      Training
      {
          name        "Training"
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber_reborn/saber_w.glm"
          soundOn        "sound/weapons/saber/saberon.wav"
          soundLoop    "sound/weapons/saber/saberhum4.wav"
          soundOff    "sound/weapons/saber/saberoff.wav"
          saberLength    32
          saberColor    yellow
          notInMP    1
      }

      Jedi
      {
          name        "Apprentice"
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber_reborn/saber_w.glm"
          soundOn        "sound/weapons/saber/saberon.wav"
          soundLoop    "sound/weapons/saber/saberhum1.wav"
          soundOff    "sound/weapons/saber/saberoff.wav"
          saberLength    40
          saberColor    random
          notInMP    1
      }

      Yoda
      {
          name        "Eternal"
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber_yoda/saber_w.glm"
          customSkin    "models/weapons2/saber_yoda/saber_w.skin"
          soundOn        "sound/weapons/saber/saberon.wav"
          soundLoop    "sound/weapons/saber/saberhum1.wav"
          soundOff    "sound/weapons/saber/saberoff.wav"
          saberLength    32
          saberColor    green
          saberStyle    tavion
          maxChain    -1
          disarmable    0
          lockBonus    2
          parryBonus    5
          breakParryBonus    1
          disarmBonus    3
          notInMP    1
      }

      brokenStaff
      {
          saberType    SABER_SINGLE
          //FIXME: need actual broken staff model
          saberModel    "models/weapons2/saber_reborn/saber_w.glm"
          numBlades    1
          saberLength    32
          throwable        1
          twoHanded        0
          notInMP    1
      }

      droid
      {
          saberType    SABER_SINGLE
          saberModel    "models/weapons2/saber_reborn/saber_w.glm"
          soundOn        "sound/weapons/saber/saberon.wav"
          soundLoop    "sound/weapons/saber/saberhum4.wav"
          soundOff    "sound/weapons/saber/saberoff.wav"
          saberLength    40
          saberColor    yellow
          notInMP    1
      }

       

       

  3. All right. I'm busting out my laptop now to work on this.
  4. I'll give it a try. I'll do it tomorrow and see what I can come up with. Just so I'm clear: one sword blade that should always be on with no sword swing trail, and a second saber blade that turns on and off?
  5. Have you put bladestylestart info in before bladestyle2start? It also looks le you're missing the "multiple blade keys info." blade2trailstyle 1 Blade2trailstyle 2 Blade2noblade 1
  6. The console versions have lock on? That's pretty neat. Is it a soft lock like an aim assist or a button press for an actual lock on?
  7. Yeah there is definitely a code issue. When I replaced the blue styles lunge with a stab animation the character would move forward even though I didn't animate it to. The default lunge moves the character forward so that was applied to my new animation.
  8. The .sab files can increase blocking. There's a command to increase the defense level, and another one that lets the blade always do a defense check. I don't remember the first command, but the second is alwaysblock 1 iirc. This means you get a defense check even if you're swinging your saber.
  9. Which animation did you replace with your run? What do you mean by having a duplicate to edit? Back when I animated with Dragon I just extracted run 2 and edited it in that.
  10. Articles I've seen mention "modern controls." Can you explain what they mean by that please? Do we cycle force powers and then press a use button or is there a hotkey system in place?
  11. That's what I was afraid of. I can only think you'd have to check the enemy ai is doing, but I can't help you there.
  12. What's the best sp code mod/fix right now? Just got JA off steam so my base folder is clean for installing. 

  13. Quick question: are you sure the enemy is using the correct saber?
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