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katanamaru

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Everything posted by katanamaru

  1. Maybe if the special is blocked it could send the opponent flying backward and knock them down. That way they are a little vulnerable, but able to roll to avoid attacks. Or set it that if the first couple of hits land this happens, but if the last few hits have more breakthrough defense power. The idea being that if you special an opponent they have to do a hail-mary dodge to avoid it, but if they run into it they are in big trouble.
  2. I've added breathing to the stances before. You make a stance or take one of the default ones and make it three frames. Next you go to the middle frame and 1.raise the thoraic one unit, 2. lower the head one unit, 3. open the clavicals one unit. Then set the animation to loop and play at 1 fps in the animation.cfg. Now the character will breath while standing still. Adding it to other animations isn't possible or practical. As for the feet floating I've noticed that the animations for running are slower in JA than in JO. So you can speed up their animations in the animation.cfg. I was going to do this, but when I set my character to use g_speed 200 the animations linked up for the slower movement.
  3. That all sounds fantastic! I really need to get back into JA soon.
  4. Sorry I haven't played any JA in a while. I kind of got bummed out when I learned the change in skeleton would make my animations no longer valid. Once the animations have been worked out I'll try and get back into it. I'm still looking forward to your mod though!
  5. I like the melee idea. Be careful if you have them knock the player back. It would be a bad idea tactically to be close enough to punch a Jedi only to knock him out of attacking ranch, but have them able to be in range with their saber. On the flip side you don't want to knock the player down every time. So a variable or random number might be a good idea here.
  6. Bloody dismemberment. A sound mod with more bass. I've seen those animations in the past, but I didn't like them so I don't remember them anymore. jk2files.com is where they'd be. The Reborn species is Mag's mod. On this site. TFU hud mod. Lots to chose from. Misc .sab file edits.
  7. I like it. I'm not a fan of the saber style bar overlapping the character though.
  8. I bind my sabers and styles to one key. bind f5 "saber kyle; setsaberstyle medium; addsaberstyle fast; addsaberstyle strong" Now I push f5 and get Kyle's saber with the three stances I want. Style names are: fast medium strong tavion desann staff (I think) dual (I think) I don't normally add staff or dual so I'm not certain on those. Also staff and dual can't be used together.
  9. We got a good fencing video from the New York Times!

    1. katanamaru
    2. Boothand

      Boothand

      That's one of the most informing videos (w/ article) on the subject I've seen! Would gladly watch more. Cool :)

    3. Ping

      Ping

      I love this so much.

  10. There is a reborn staff saber somewhere. That would be good for them. I'd say just use some of the RevanDark hilts for named npc's. They are high quality and well done.
  11. So after all this time it seems SP is still enjoyed by a large part of our community! Rock on peeps! \m/ \m/
  12. I did some reload animations way back when. We'd need individual animations for each weapon (not a big deal.) I can't contribute anything for awhile if we can no longer animate with Dragon. XSI just doesn't work well on my laptop.
  13. I'm for the idea, but I don't have anything to contribute that you two can't do already.
  14. 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.
  15. 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.
  16. Sp for me too. Sp has gotten a lot of love!
  17. 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.
  18. Wow that's some good thoughts there. You've got all this implemented? That's pretty amazing Dusty! I'm very glad you moved away from the .sab modifying since this will work with user made sabers now. Also nice that you made the whole system toggleable.
  19. Sorry I haven't been playing much JA lately. Too much time in Dark Souls 1 and 2.
  20. 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. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
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