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katanamaru

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Posts posted by katanamaru

  1. Yes that is completely doable. You have to use a hex editor to make the animations and player model reference each other. There's a tutorial on the site to do that.

     

    The downside is that the modded character will not work in cut scenes. Cut scenes reference specific animations that the newly hexed character can not.

     

    I used this with my backhand animations, Link animations, and Toshi did this with his Yoda model. I learned by opening Yoda and seeing how he did it.

  2. More details please.

     

    Do you want the default saber walks? 

    If so you need to edit the animation.cfg file in notepad. 

    Find the animations for the staff walk which is something like:

    both_saberstaffwalk #then numbers#

    both_saberstaffwalkback #then numbers#

    and the default walking animations which look like:

    both_walk2 #then numbers#

    both_walk2back #then numbers#

     

    Now just copy and past the walk2 numbers over the staff ones.

    I prefer to use // before the animation line and just add in the new line so that if I make a mistake I can undo it easily.

    //both_saberstaffwalk #original numbers#

    both_saberstaffwalk #new values#

    The // tells the game to ignore that line. 

  3. I may be wrong, but from what I remember the animations of legs and of weapon ready are independent. You can try replacing BOTH_STAND1 and BOTH_STAND3 (respectively the standing animation and standing with weapon ready) with the BOTH_STAND9 frames (which is the idle animation used in Jedi Outcast) in animations.cfg.

    This is the first step. You could stop here, but there will be a bug when standing on ramps or ledges.

    You'll have to change the legup animations to match too.

  4. Neat idea, but multiple buttons isn't the solution. We have one hand on the keyboard and one on the mouse. I personally have force powers hotkeyed to the buttons around wasd, so using them isn't viable. Plus if I'm being mobile I won't be able to hit all the required keys. Taking my hand off the mouse for the insert, home, etc keys is also not a good idea. I'll lose my ability to turn and attack. 

     

    I always thought tying the higher tiers of blaster deflection to force sense, and require the player to aim. This way it's a force power, and that requires force point management, as well as player skill to first aim at the incoming blast, and aiming at your chosen target. No more 180 degree deflection.

    GamerRedNeck likes this
  5. I like the slower movement speed of sp. Heck I slowed it down with g_speed 200. Makes the duels feel tighter and more confrontational.

     

    I dislike the running around while skirting outside of attack distance in mp. From what I've seen in vids. It just doesn't look like a fight, it looks more like kids running around and occasionally getting close to each other to take a swing.  

     

     

    Thanks for your advices!  :)

    It might help that you can use the command g_speed # to change the running speed. The default is 250 and I use 200 to slow the combat down. I also have a key bound to switch to 400 for when I want to run across a large map with Jedi Speed. 

    So I have:
    bind n g_speed 200

    bind m g_speed 400

     

    I also have a key bound already to enable cheats and such so I start at 200. 

    bind - "helpusobi 1; g_speed 200; g_saberanimspeed 1.1"

    There are a couple of more commands too, but I forget what they are :P

    Smoo, Ramikad, The Punisher and 1 other like this
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