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TheWhitePhoenix

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Everything posted by TheWhitePhoenix

  1. Just curious, but will you release that map as a stand alone for other people to use, too?
  2. I would definitely like to use the DP head for any version of Kyle in my work in the future.
  3. Anyone check in blender if the model has head tags? That is the reason why npcs abnormally look down when you get close to them.
  4. Wrong. It's the Tie Defender. Original author by Lord Hatrus. https://jkhub.org/files/file/2369-tie-defender/
  5. I'm calling it: Plasma and Scerendo are looking at the trailers and are like "I need to go back to my models soon."
  6. Okay, so it turns out all this time, THE ANSWER WAS RIGHT UNDER MY NOSE! With KOTF and MDR, you need to type in an extra few commands to get Animation Menu to work with NPCs. In KOTF and MDR, you need to type it like this: npc spawn <npc> <npc side> <npc name> as opposed to in default and JKA Enhanced where it's just npc spawn <npc> <npc name>. The sides are: light_side, light_side_follow, dark_side, dark_side_follow, neutral_side, free_side The sides only matter and work if you use Animation Menu in KOTF. MDR uses the same code as KOTF, hence why it has to be there in MDR to at least spawn the npc if you want to use Animation Menu with it. Sapo San really helped me with that and I'm glad I found out late than never that was the case. And for CamSP, you can always initiate it via console if binding it to a button crashes your game.
  7. Okay, there may be a lead now as KOTF gave me this message when I was testing CamSP and tried to initiate it in the console rather than the button I binded it too: "Client Command Overflow" Adendum: It seems that initiating CamSP via console doesn't also crash as much in MDR and KOTF compared to the button binding. As for the Animationmenu, I think the reason why the NPC doesn't do the animations is because KOTF and MDR aren't registering the names I spawn them with. https://media.discordapp.net/attachments/438089503224233994/612349545044508710/unknown.png?width=1442&height=378
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