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Langerd

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Posts posted by Langerd

  1. I have siege map and there is one objective where you need to take lift to reach second floor. This lift can be activated by red team(team 1) only. But after completing this objective I want everyone to be able to activate this lift. Lift button has key "team" "1" as default. Lift is scripted and it is not easy "just remove one trigger and replace it with another". I tried to objective trigger target scriptrunner, but it doesn't work:

     

    "t304" is my lift button targetname

    affect ( "t304", /*@AFFECT_TYPE*/ FLUSH )
    {
    	set ( "team", "0" );
    }
    

    Pls help.

    You can always make the method like this :

     

    1. Crate two triggers - one will be for Team 1 only , second trigger - for every player

    2. Set the second trigger to be inactive - we will turn it on later. 

    3. Later (i dont know how you made objective) the entity that is activating things when objective is completed - target it to the target_active and target_Deactive.

    4. set target in target_active to the second trigger - the one for all players and set target in the target_Deactive to turn off the first trigger. 

    5. Many times i dont use scripts because they make thing complicated. Try entities - they should give you result that you want

  2. Hello all! I've whipped up a fun little mod that I'll hope you all will enjoy very soon!

     

    Mission:

     

    Jedi Knights JADEN KORR and ROSH PENIN lead a strike team to the Imperial stronghold, Taspir III. After the collapse of the Disciples of Ragnos, the IMPERIAL REMNANT retreated back to maintain their iron grip on their outer-rim planets. Taspir III, where Penin renounced the DARK SIDE, is home to an invaluable power facility that fuels the imperial war machine.

     

    Deployed by MASTER SKYWALKER, the Jedi’s mission was to cripple the base and defeat any Remnant forces they encounter. While the plan was successful in destroying the plant, the rest of the team was unable to defend the landing pad, leaving Jaden and Rosh’s escape plan compromised.

     

    Now, it’s up to the Jedi’s mastery of the force and sheer willpower to survive the full wrath of the Imperial Remnant’s forces and her MERCENARY allies, marshaled by a familiar foe…

     

    Gameplay:

     

    This is a new SP gamemode: survival. You and Rosh must survive an infinite (or limited, if selected) horde of Imperial and Merc forces. It literally is just an arcade game mode where you can see how long you can survive and how many enemies you can take to hell with you. While the core mechanics are finished, I'm building the cinematics and menus now.

     

    You will face 15 constantly respawning enemies, that use a variety of weapons and attack styles. They will randomly select from all the classic JKA weapons, making each encounter unique. While these enemies are still classically stupid, they will be more aggressive than you're use to. In addition, 9 advanced troops will spawn randomly, spicing up the gameplay.

     

    On your side will be the infamous Rosh Penin, now a Jedi Knight. He will fight alongside you with a full arsenal of weapons, force powers, and, of course, his yellow light saber.

     

    Screenshots [WIP]:

     

    hype.PNG?dl=1

     

    Anyway, enjoy! I hope you guys are interested in this! Let me know if there are any features/gameplay styles you'd like to see implemented.

    That is really cool concept right here!!! From screens loom interesting. Cant wait to play!

    therfiles and Pickles256 like this
  3. I managed to do it.. once Yes i actually made a brush func_static with caulk_acid shader and water like shader on top. And... later i used script that moves this entity up. And it works... i just can believe it. It worked in MP. But later when i tried to make it work... i didnt, The brush was going up but the brush of killing acid is stuck. When i am shooting that water i can see acid splashes. This is very weird. I am making this for Movie Battles 2. Anyone know how to make it work?

  4. I was thinking about it for a long time. Grievous is for me one of the best cyborg design ever. I always loved his look and idea of 4 arms. The magic of this character died when they made him a coward that was always running away and made him like jedi killer ... which was not true at all.

     

    But i remember him from animated version of clone wars (Tartakovsky's one) where he was amazing. Later i was disappointed.

     

    Even so i wanted to play as him in jk3. When i found the player model with 4 arms i was shocked and download the model right away. I didnt pay attention on details and i found out that his arms were completely strected and connected to his two other arms... it looks like they were connected with glue.

     

    So i was thinking... when i was looking at the saber droid animations there were some animations for attacks. I would add for Grievous 4-6 animations of attacks... overall i would make animation for 4 arms grievous.

     

    So here is my coding question - is there any way to give the grievous 4 sabers that will be activated? I mean when we will add 2 extra tags for his other hands. Would this be possible now with coding? Movie Battles 2 has the tags for the models for the weapons on the model but they are weapons that are switched .

    therfiles and yeyo JK like this
  5. Thank you for your support Langy! Your work is also very good and appreciated :). This is still just beta so any suggestions are welcomed. I'm pretty sure Mustafar skybox will be little bit edited but trust me that original was really bad texture and you will appreciate it more on lava river part. I can also look on electrostaff and add them some more glow :)

    For saber file i remember there is an option to make it use efx instead of small lightsaber glow that old electrostaff were using. 

     

    Look here ! - https://youtu.be/_gV_tI8-3Bk?t=87

     

    i think it can use some effect file that will be this lighting effect. 

  6. Hello fellow members!

     

    While the latest preparations for a Beta release are taking place, I´ve decided to share with you some BEFORE/AFTER images so you can imagine how MD looked before and how it is looking right now. We appreciate your support and stay tuned here or on MODDB page for May the 4th!  :)

     

     

    dacDCMp.jpg

     

     

     

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    5assYez.jpg

     

     

     

    5C19M7B.jpg

     

    I must say ... This is IMMPRESIVE WORK HERE! Jkhub members ,ade an amazing Job - So as you !

     

    I remember my first play of this mod. I thought it was a masterpiece. It inspire me to make my own SP missions and duel. Of course some levels were not as good as others and there were some problem with cutscenes but that was very hard these days to even make something like that.

     

    Looking at your remastered version i am immpresed... VERY immpressed. Most of these screens have a very big effect. There are only two things i am not sure of - the mustafar skybox was better in my opinion in previous version. And Electro Staff for Magna Guards were much cooler before - they were glowing like hell. Our Community is creating very cool things lately. 

     

    I cannot wait to come back and Duel Characters from the movies once more! Gyyaaaa!!! :3 *lightsaber fight sounds*

     

     

  7. Impressive, Most Impressive !  :D

     

    https://www.youtube.com/watch?v=vlYMUL8b6l4

    Why Vader is shooting big energy blob ? O.O

     

    Also i suggest using blue style because red is very bad on reflecting blasters.

     

    Also, I feel like it's worth mentioning that the sab2 soundset actually works really well for the Bespin Cops. Perhaps that can be used for some variation.

    Another thing, please remove the "Don't shoot - where on your side!", I feel like it really takes away from the experience. When they are on your side, it makes sense; it's there to let you know that you're shooting your allies (friendly fire). None of the base/vanilla enemies have ffwarn or ffturn sounds because of this reason.

    Yeah i worked on it. Maybe i will upload updated version on holidays. I will see

  8. You must add amature modiefier - call it skin and parent it to the skeleton. You also need to weight this model to this skeleton. It also need to be model made of triangles.

     

    Making player models is very time consuming hard process... even adding simething simple as hat is very hard to acheive. There should be video tutorial how to make this... sadly i dont have time lately and i am not skilled enough to do it. But i suggest you one thing - look on the other part of the models and see how things looks with them. I learned from the observation and i made them myself :)

  9. Hello im intrested in becoming a sith , just a sumple warrior and parth of the sith family..ty

    Emm not want to be rude but what exactly do you want? It is a little like i would wrote - i want to be a jedi.. like my father before me ... thanks

     

    Or ... - i want to eat a sandwhich .. just a simple with cheese and some ketchup.. thanks

     

    This is the DF2 Mod Developer Application. Mod i believe that is SP only and it is a story of Kyle Katarn. There are bo sith warriors there. I think you made a mistake :) you wanted to join some clan or something right?

  10. This is hugggge return to this topic. There are bit of problems with the anti portal. Sometimes it is cutting to much or in angles that i didnt want to or it compwtely remove the part of the map which i am standing on.

     

    Have some one use it for map making? Can you show me screens fromgtkradiant how you placed your antiportals?

     

    I must optimaze my jabba sail barge map.. this wont be easy task

     

    Vis was always hard for me to understand and i always made maps to use it very rarely... but here it is full open area map. And it is hard as hell

  11. The weird thing is that... i kinda looked how Jedi academy works and i found out that models with high poly count are not making lag issues if used correctly. Mostly this happens with big amount of entities or with high poly model that are moving. Even very detail MD3 models that are just static are not that much laggy. I dont make very high poly models but i dont pay attention on lowering the poly count on them that much. This problem is starting to get out of hand when map is very open area and there are very low chances to optimalize it - my Hallowean map for example or jabba sail barge for MB2 for example

  12. So you mean like siege maps, co-op. It takes a HUGE amount of time to mod, trust me I know. I think we're dam lucky to have all these guys around to make these.

    Not only the look but i believe gameplay is most important part of these maps. Without objectives and also map with flaws like places with objective where only jedi can get through - these are kind of issues that can completely ruin the experience ... and people will start saying that map is bad or even worse.

     

    It is not easy to make maps.. with player model or weapon yeah it takes time but the idea and process is always the same - make model finish the model. With Maps? Texture work... models and also most important - level design .

    We dont make maps for Mp that would be played by one person for example

    Siegfried and Jeff like this
  13. To be honest i want to focus on the SP because i know it better and i always preferd mechanics and gameplay here. Multiplayer was always very stiff and jerky for me. Npcs worked very strange and i always had problems with modding anything for multiplayer.

     

    The project of CO OP missions for Jk3 is really something i call amazing. But the Mod which i would call new Jk3 is Movie Battles 2 because it not only have amazingly large amount of content but also - Multiplayer mechanics which changed Jk3 completely. I would be really proud if some one would fix issues with npcs and in this mod - make missions that are Challenging for 6 players for example where we fight enemies - or even make a last stand mode.

     

    Sry but my biggest Interest was always Jk3 Singleplayer and Multiplayer was never my area. When i started to play Movie Battles 2 i enjoyed the mp experience and fresh and new game mechanics like never before.

    Pickles256 likes this
  14. Look in the code of the game. I think it is for npc class shadowtrooper. Make new npc with this class and check if crystal is dropped or not The crystal is as i remember correctly called item_force.

     

    I think it is like for npcs - you must set many things in the npc file right to make it to work. The best way - copy npc file of shadowtrooper change nodel to kyle and change the name and spawn it

     

    I remember because i wanted to make a bonus in my arena mod - to give player this crystal or spawn it. Sadly i couldnt do it. There is no good description for this item and i couldnt set the count of spawned crystals.

    GPChannel likes this
  15. This looks amazing, any chance it can be supported in MP too?

    I checked it in Mp and there are ton of issues sadly... teleporters dont work. It can be done but i am very busy and i wanted to make it for Sp support. Also npcs with sabers act very weird and their animations are very very fast. It may work but like i said - it would take some time to change everything XS

  16. If you don't need any NPC passing under it, you can use a system/blockNPC. Otherwise, you could set its Gravity to 0 through script and place it up in the air.

    The weird thing.. the blockNPC doesnt work in the multiplayer . I will try gravity to zero. 

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