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katanamaru

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Posts posted by katanamaru

  1. I just noticed that the strong attack in JK2 (right to left slice) is different from JKA (front slice).

    It may be. I know for sure that when you use the right to left cut the game won't play the wind up part of the animation. Easiest way to see this is use a saber with unlimited chainning and just hold left/'A' and tap the attack button. The game will skip the beginning part of the swing most of the time.

     

    I meant to bring this up in the OJK board, but forgot. 

  2. I also bump up rage to level 2 except for the weakest yellow JO reborn. That way they don't use rage 1 and set themselves up to die.

     

    I like to bump their hp just a tad as well because I use the mod OJP Basic v.10 with more damage and dismemberment. This way they don't die in one hit, and if I'm being harried by more than one they can get a chance to heal a bit. 

  3. I personally don't think you should change the enemies speeds at or not very much. Main reason is that I play with the speed g_speed 200 where default is g_speed 250. This makes them slightly faster than me and I think is a better movement speed. It also makes the rolls faster since they are locked at 250. 

     

    In my custom npc file I've given all saber wielders force heal of 2 or 3. This way they can all heal and make fights last longer. I also gave them different saber colors so that there is some more variety. It's nice.

    Asgarath83 likes this
  4. I did this with animations. I replaced the lean/dodge (use + A or D) in third person. It works, but is a little odd.

    The player has to stand out of cover, and then 'lean' into cover.

     

    shot0287.jpg

     

    shot0288.jpg

     

    I don't feel it is really necessary since the character is centered in the screen. It's easy enough to just step out of cover and then back into it.

    So it would really only need a new key or two added into the game bound to new animations.

    Archangel35757 and Keyten like this
  5. We may have different views of red, and that's fine. I agree with your points, but feel that if we did all of that it might make red too good and detract from blue, yellow, and any others we add.

     

    Also saber defense is affected by your sabers positions. I've seen this with some custom stances I've made. It is very noticeable with the backhand stances I released. Those stances have horrible blocking since the blade is behind the player.

     

    This is something to consider when talking new styles. I normally try to make one blade forward to maximize blocking.

  6. I like your suggestions so far. 

    Do you have any ideas for dealing with saber wielding opponents? Or just stick with sabers?

    Do you still plan to make these variables modifiable with your custom game settings?

    How about increasing the projectile speed?

     

    For JA I went through and made everything use less ammo and hold more of it. That was my simple fix for using blasters in sp.

  7. I agree with Dusty more, but Ping is right about the W + Attack being devastating. Red is only good against saber wielders. It destroys non boss character defense, does damage with it's transitions, and has higher damage per hit. It does have a terrible defense though. 

     

    I always liked the idea of Sense being necessary to block and/or deflect blasters. 

  8. How would that work though? Would right clicking change the length or something?

    The current method that works in sp is to tell the .sab file that a single saber has two blades. Then set it up how you want and then in game press the stance change button and you get your second blade. 

     

    They are lots of fun, but since you'll have two blades out you get a heck of an op saber. 

    Flynn likes this
  9. For all animators: Any changed/added animations must be 3.0/3.5 dotXSI files and made in either Modtool or 3ds Max. The GLA is being compiled using the anim source files and I'll be adding all fingers & the toes back, while also adding new face bones (keeping old ones as well for compatibility). Using any other software including Dragon, Blender & GLAmerge will make your work incompatible.

     

     

    So all the animations I've made in the past are no longer valid?! 

     

    If that's the case I'll hold off on anymore animations since I can't run xsi on my 2005 laptop.

  10. I think you are right, I'm not sure about all the technical details.

     

    Attaching a separate animation gla to an npc is done by modifying it's hex address. Doing this makes it so that it can't access the cutscene animation.

     

    Default: models/players/_humanoid/_humanoid.gla

    Into: models/players/_humanoid_trooper/_humanoid_trooper.gla

     

    Now the new trooper npc cannot access the cutscene animations since it's hex path is different.

  11. Can't cutscenes also involve NPC's that have their own GLA file? It's just scripting right?

    If the cutscene uses an animation in the _humanoid.gla yes they will work. Some stages use specific animations that are not in the _humanoid.gla. Such as the one where you rescue the elders from the rancor. The level starts with Jaden hanging from a pipe. Or the tutorial level with Rosh. Those don't work with the altered animation attachment.

     

    If you don't mind skipping cutscenes then it's not really a problem. Also they are ok with player made sp level mods since they just the regular _humanoid.gla.

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