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Langerd

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Everything posted by Langerd

  1. Lets think that way as well. Minemonsters as i looked have -Both_attack1 ​-Both_attack2 ​-Both_attack3 ​-Both_attack4 That means they were not using the melee like Gran Boxer which were in the jk2 as well. Their attack where coded. Like Galak_mech is not using any weapon - even repeater was shooting from his arm. The lightning laser cannon was not a weapon. I will sit and play a little with this model. I think the best option is to - -make him using not the both_attack* animation but rename them into melee animations. -make the chewing sounds -animsounds.cfg Sadly this is all i can suggest here :/ EDIT: New observation progress: @@Noodle method - class minemonster is the same as giving minemosnter melee with the class class_gran. Charging and biting the shit out of me. Because of the low scale they are tossing me around. In other words - weird. Sadly.. the animations work but only two variations (i replaced both_attacks to the both_melee animations) and only if minemonster is standing. But weird fact - I used the class class_minemonster (the one variation that Jk3 is using ) and minemonster use no animations.. he is moving to the player but for some reason stops about 2 meters from the enemy but when i came near him - it deals dmg but in weird way. It is still in the idle animation and game plays chewing sounds.
  2. here is the whale and the model root bone in the middle. It is not moving with the model. When making animation i believe model_root should be always in the middle right?
  3. I made the whale model and i made him flying animation - Dont ask.. private stuff here. The only one problem. I made model root in the middle. And whale is flying around the model root so i made that he is flying quite far from the first point of the animation. But because of its scale - In game when i am looking at it from the ground - it is disapearing .. possibly becuase i dont have the model root bone visible on the screen while in game. Is there any chance turn this off? I know it is for optimizing the game but i dont need it in my mini mod and my map is small enough to let something like that to happen.
  4. It works for me .. but after i spawned more than one for some reason. Still it is like base melee. I will try making my own version but i will give them the tusken_staff weapon. EDIT: Forget it... they have tags for the weapons.. i beilieved they have none because they are not humanoids. They have tusken_stuff in there mouth and they are standing and do nothing. Try spawn more than one but the Noodle's npcs.
  5. Also i have one question - this limit means in game or in the compiling the map? If info_null are not count in the game does it means that info_notnull is in the game? How many enities can be in game? It is always mystery for me mostly because when player is one room - the map that is optimized in good way will load eveything only in this room but not on entire map. This was always weird for me..
  6. Maybe create other npc and check. Replacing the default files specially npc's doesnt work for me sometimes for some reason.
  7. Those... fucking ... rodian snipers on Ns_streets.. Oh.. my God... It was weird for me too... The only enemies that have brains are reborns and cultists. Stormtroopers are dumbasses... rodians are commons, weequays are more deadly because of the bowcasters and human merc were most pain in the ass for me... Because of huge amount of helath for no reason (playing only with weapons and force powers challange... My .. god.. this is .. stupid). Hazard Troopers and Rocket Troopers were pretty hard to fight.. without concussion rifle lightsaber felt like a stick. Huge amount of health and powerful gun. Also that punching attack. And the droids in the game. Assassin Droids were .. kinda easy to destroy. But when You made Your lightsaber slash in the wrong moment - The shield deals a LOOOt of damage. But .. droids are easy enemies when You have demp.. Boba Fett was another example - changing weapons, good aim and high dmg. But mission with him was... a little .. ..... neh. Of course i shit my pants when i first played the game but You know what i mean. And the last thing my favourite mixed class - Gun user with the force. Cultists with the blasters were pretty cool because they were shooting and evading the attacks. Everyone Who knows the cultist commando npc know what i am talking about. I always liked fightning these enemies.
  8. Saw Your interview here - Rly inspiring video... The fact that You started from modding is amazing (With this game and Jk2 i started my modding adventure and my intrest in Map creating, 3D modelling etc) . You and Your team Have created a Masterpiece and You passed a Torch to the People on this site. Love the games .. Jedi Academy and Jk2 are my favourtie games And also the fact that i see Your comments here and that You started the topic on Hub is just .. amazing. Thank You @@MGummelt , People from Your team and JkHub People for keeping this game alive. I hope many new great things will be created by the hands of the modders!
  9. Which shows that the game was lazy a little and it is not hard as the jk2 .. even if there are more reborns to fight. Human mercenaries are example of the enemy with huge amount of health and that was something that they called - difficulty. Difficulty my ass. Rodians are not using the alt fire like in Jk2 (impcommanders too) and jk3 enemies are not shooting while running and walking. ... https://youtu.be/lGtJmalbNfc?t=43 Show me a stormtrooper that is charging like that at You in Jk3 .. You cant ! EDIT: ... He missed.. every .. single.. shot... but still with better aim npc would be deadly!
  10. I cant.. even describe my anger when i found out that Galak_Mech NPC is not working like Jk2....
  11. like galak_mech ,mark1 and mark2 .. i think. All _humanoid player models however are in the Jk3 because of the multiplayer. Right?
  12. Edit: i would only change this female jedi mosaic... sexist. I havent noticed it before.
  13. Why so long topic? Well i must say - it wont work for the _humanoid enemies (but YOU CAN make new animations and i rly recommend this method). I made new animations for the saber_droid - i just edited skeleton so one bone will be moveable for me. You may ask - why to make one bone just floating? If You weight r_hand tag to that bone You can edit placement of the weapon with the animations! And Now the trick - I made new animations as well . This is idle animation : but it is called BOTH_STAND1. And You may ask... Why? This is used for standing animation. And Yes! I made it not for no reason. The reason is that i can manipulate with the animations while npc is shooting. How is it work? You can see when character is jumping he is not holding the gun. It is that hopping animation when character has the hands rised up - You know jumping animation . Look at the Kyle He is jumping with the E11 in his hand. But if You will start shooting the BOTH_ATTACK3 animation will play in his upper part of the body (actually i changed the animation for my mod but you get the idea): That is why it is unnecessary for Us if we want multiple attack for the character because if npc will start shooting , punching basiclly attacking - it will play the BOTH_ATTACK3 Again.. And we dont want that. So we have something like scripts ! ^^ Right? The problem is You rly need new animations here. For big enemies - With cannons, turrets - You can hide normal default weapons inside of the model. So with the : -skeleton with the weighted tag to the moveable bones -weapons of the model - turrets, cannons, asses, eyes , cannon arms (like mega man). They are just the parts of the model -new animations where - You move bone (with connected tag) and You put the tag inside cannon , hand .. You get the idea. -with the model and animation You edit the animation.cfg - Here .. You just add new lines of the animations - frame numbers fps etc. AAAaaaand You name them correectly. THIS IS VERY IMPORTANT. You must named them like the animations in the _humanoid - because game would not load new named animations. For example You named them - BOTH_STAND1_TALK2 . This is not useful animation for the npc enemy so we can replace that with our animation. -And now - make Looped script that is spawnscript. For? For making our character a new unique enemy . With looped script we can make the enemy use diffrent weapons. AND here is where we also edit the animations. When character is shooting normally - IT IS NOT CHANGING ANIMATION. AT ALL. And this is a TRICK HERE OuO !!! For example i made this animation for idle: He is shooting laser bolts like crazy And with the script i made that after 5 seconds the character play this animation: After that little animation the droid shoots rockets at You!! 5 rockets later it is back with the lasers. This happend 2 times. But after 15 seconds droid plays this animation: When he is in this crouched pistion i made that rocket launcher apears behind his back. And he is shooting auto aiming missles at me. After max 3 shoots he is back at the lasers - And it is looping that way. And this is my final product: As You can see : loading animation - rockets, lasers - loading animations - rockets - lasers - crouching down - auto aim rockets. I Hope You understand my point here
  14. Well of course editing code will give us more possibilities
  15. It would be RLY cool If scripts would allow us to make something happend after we press space bar or movements keys. This would allow us to make SSOOOOO many things.... The sad thing i never saw anything possible in the icarius manuals and even in behaved... That is why movement of the character would be automatic..
  16. Hmm I think it can work with scripts. And just make a new animation to the game. 1. Make a trigger_multiple before the ladder. After pressing the button the player will be unable to move,shoot etc 2. Make the script to make player model place hands on the ladder. (on the way we would have - trigger push that slowly pushes playermodel to the top. The animations will give a feeling that we are actually climbing up) 3. 2 trigger multiple on the bottom part a trigger that change the animation - from climbing ON the ladder to climbing UP animation. And last trigger multiple that is on the top of the ladder will trigger a script that will start climbing OFF the ladder. This is my idea how to make this.. it would work for SP only and it rly would cost much time and effort ... It would be cool for some mercenary mod and it would be rly cool to see player model climb on the ladder. .. but making scripts, animations that are also fit to the ladder that would be put on the map somewhere... this would be sooooo time consuming to do... BUT COOL!
  17. Once suggestion - make skins to not only be diffrence in look but in the arsenal of the character Also You can make something like more health or armor and even movement speed.
  18. I dont want to code work And Like i said - I will just make an animation where weapon switch place to make it look like the enemy will shoot from both sides.
  19. Amazing atmosphere here! Amazed by Your architecture skill here
  20. It works!!! Now He is shooting from the cannon now! Looked inside the model and i can see the gun now. Many Thanks @@Asgarath83 and @@AshuraDX Now i can work with the animations and make something cool ! ^^ My point is Is that it is possible to move the tag of the weapon (The flash and placement of the gun model) with the movement of the bone. It is cool for making an enemy - A Big droid with two cannones and in one frame weapons is in the first cannon but in the other frame it is in the other cannon. I will test it soon! ^^
  21. Here. As i said before - Worms works fine.. even if i didn't called properly his parts... This is weird. That is one good point... Worms is using models/players/_humanoid_worm/_humanoid_worm.gla skeleton but droid uses models/players/cloudy_sent/anim.gla... The models like Assassin_droid could have their skeletons coded in the game... I dont know..
  22. Still doesnt work... i dont ... I made this for Worms model - It works ok .... It has new skeleton and i didnt named hierarchy parts like they should be named... and it worked ok. Worms is holding a gun in his hand. But here i just cant... make it to work. I made ne skeleton and new model for worms... and it works just fine.. but not with the droid :/
  23. Ok! Listen to This - I just removed whole body of the saber_droid. I exported the model - Only skeleton with the tags. Guess what? ..... Model is his hand. I rly starting to believe that tagging system works only with the skeleton that is made in a properly way... I even removed all tags and left r_hand tag only - Model is there. So i believe it is working with the skeleton.
  24. I dont care about cutscenes... I care about the game. I wanted to put the repeater model inside of this droid. Now he is shooting from below .. even if i made skeleton with named bones.. i made tags *r_hand inside of his body - There is still no model he is still shooting from below.
  25. I want to make this model holding the weapon. I want it because it will allow me to make an animation with changing placement of the weapon model. I can make Two cannon vehicle that will be shooting rockets from two cannons - The bone will change place from one cannon to another and model of the weapon will change too This is not this two cannon vehicle but i just want to learn this... ijust cant acheive this.
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