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Everything posted by Asgarath83
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Yes, NPC on JKA are silly dumped. little code modifications, some little parameter is different into the code respect of jk2 code... but these little changes on AI create great combat difference on game. i never understood why in JKA the AI is de-upgraded. instead of do better and smart foes, coders do the other way. on JK2 i was going crazy when i play kyle katarn or nar shaddaa... first level of nar shadda is pretty hard to play also in easy mode... too many Disruptor and thermals and thermals blow up pretty quickly! on JKA instead smuggleers are silly and slow opponents. also fire rate is difference. JK2 is a more fast patched game. all NPC reactions are fast, very fast and also shoot spacing is shorter than JK3. on JK3 they shoot fast only to high difficulty game mode. on my mod i re-enabled altfire for ALl enemies if they are with rank > of ltcomm. more fun
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NPC behavours is setted on AI cpp files and NPC.cpp file and NPC_spawn.cpp NPC_combat.cpp and g_combat.cpp file of the code. in JKA many lines are unchecked and so they are not readding by game and not works. JO NPC was sure more smarts that dumb AI of JKA.
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i love too the weird sabers.. more weird stuff! yeah! and escape of yavin 4 get record of weird stuff! XDDDD i love it! the record is detained by kaminoan circle saber ring with 8 blade... it's terrific when is throwed. @@Lancelot @@Noodle Edit, no okay i remember on ey4 was also two X sabers!!! weird! weird! Yeah!
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SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Should be hard for first person view enabled \ disenable a cockpit but i will think to that when AI and client playable are alls okay! :3 otherwise, i found also a way for make that fighters and olons fly around to player... this is niceful! (but i need to do that only for enemy fighters they are really silly in move,ment and orientations but it works. they seems like sharks that swim around their lunch. well, at this point i get all features... i need just to recode all for fix 3000 thousand of glitches. -
Well, should be easy: 1 take the kylo ren saber 2 duplicate the model on max 3 rotate 180° and attach the model for create the double hilt 4 - six tag_blade for the blades 5 - build md3 and glm model 6 - a sab file with numblades 6 enabled. and SABER_STAFF setting.
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SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
great progress with client playable fighter!!! i create a specific class for players called OLON and i added on npc_spawn.cpp that a team player olon class get the drivable atst attributes... results: https://postimg.org/gallery/3g5jqqfg6/ now i need just a workaround to fix all bug and glitchs and change the moving by walking to flying. else if ( ent->client->NPC_class == CLASS_OLON ) {// Drivable fighter vehicle ent->NPC->defaultBehavior = BS_CINEMATIC; // don't attack! damn it! ent->client->ps.gravity = 0; ent->svFlags |= SVF_CUSTOM_GRAVITY; ent->client->moveType = MT_FLYSWIM; ent->s.loopSound = G_SoundIndex( "sound/vehicles/tie-bomber/loop.wav" ); extern void NPC_ATST_Precache(void); extern void NPC_PrecacheAnimationCFG( const char *NPC_type ); ent->s.modelindex = G_ModelIndex( "models/players/atst/model.glm" ); ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, "models/players/atst/model.glm", ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0 ); ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "model_root", qtrue ); ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); //FIXME: need to somehow set the anim/frame to the equivalent of BOTH_STAND1... use to be that BOTH_STAND1 was the first frame of the glm, but not anymore ent->s.radius = 320; VectorSet( ent->s.modelScale, 1.0f, 1.0f, 1.0f ); //register my weapons, sounds and model RegisterItem( FindItemForWeapon( WP_ATST_MAIN )); //precache the weapon RegisterItem( FindItemForWeapon( WP_ATST_SIDE )); //precache the weapon //HACKHACKHACKTEMP - until ATST gets real weapons of it's own? RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN )); //precache the weapon // RegisterItem( FindItemForWeapon( WP_ROCKET_LAUNCHER )); //precache the weapon // RegisterItem( FindItemForWeapon( WP_BOWCASTER )); //precache the weapon //HACKHACKHACKTEMP - until ATST gets real weapons of it's own? G_SoundIndex( "sound/chars/atst/atst_hatch_open" ); G_SoundIndex( "sound/chars/atst/atst_hatch_close" ); NPC_ATST_Precache(); ent->NPC_type = (char *)"atst"; NPC_PrecacheAnimationCFG( ent->NPC_type ); //open the hatch //misc_atst_setanim( ent, ent->rootBone, BOTH_STAND2 ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "head_hatchcover", 0 ); VectorSet( ent->mins, ATST_MINS0, ATST_MINS1, ATST_MINS2 ); VectorSet( ent->maxs, ATST_MAXS0, ATST_MAXS1, ATST_MAXS2 ); ent->contents = CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP; ent->flags |= FL_SHIELDED; ent->takedamage = qtrue; if ( !ent->health ) { ent->health = 800; } ent->s.radius = 320; ent->max_health = ent->health; // cg_draw needs this G_SetOrigin( ent, ent->s.origin ); G_SetAngles( ent, ent->s.angles ); VectorCopy( ent->currentAngles, ent->s.angles2 ); gi.linkentity ( ent ); //FIXME: test the origin to make sure I'm clear? ent->e_UseFunc = useF_misc_atst_use; ent->svFlags |= SVF_PLAYER_USABLE; //make it able to take damage and die when you're not in it... //do an explosion and play the death anim, remove use func. ent->e_DieFunc = dieF_misc_atst_die; } just a copy paste of SP_misc_atst_drivable function by g_misc.cpp , but it works! https://s2.postimg.org/weuxlyont/LOL1.jpg https://s2.postimg.org/e0kehzcd5/LOL2.jpg https://s2.postimg.org/sxsvizpll/LOL3.jpg https://s2.postimg.org/gkg1c2zx5/LOL4.jpg -
Yes, but is correct, galak_mech, mark1,mark2 and minemonster need to be ported by JO. assets. otheerwise in JA you can get galak, desann monmotha, reelo and lando and jan, also if they not appear into the game (and reelo and galak and desann sure not: they're died XD )
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SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Today work: : - try to make a custom HUD drawing like atst but again HUD is not displayed and changed when i do "playermodel tiefighter" so it's again something missed up. but the function for drawing is wrote. - worked on bg_pmove about movement. i have forced CLASS_FIGHTER to use the FLY_VEHICLE mode modality of fighter flying vehicle and this get some progress. a playermodeled fighter cannot again leave by ground and fly (i need again to found how to set the command for do that i guess). weapon switch work properly 50% (there is a glitch when a fighter get as weapon the lightsaber if i use playermodel before switch to a shoot weapon) - NPC Fighter: much better with FLY_VEHICLE move that with default NPC fly move: they are slow as snails now so i think i need to set better the velocity paramater but they now float and fly properly without no more stupid walking in the ground (yes... fighter walks into the grounds until now if they touch ground XDD ) So what is missing: NPC: - properly velocity fix - weapon bug fix (some time shoot 23942309423492342 repeater alt concussion together ) - evasion manouvre when hitted \ low health (rolling, flee? ) - better aggressive manouvre (fly round an enemy, strafing? ) playable fighter: - correct hud draw display - camera fix (insanely attacked to the ass of the fighter ) - correct "atst drivable" modality enabled for the class if is on playermodel - correct fly movements. - fix toggle weapons after that... we have our space battle game! i am at 50% of code work. -
The Trick For People Who Want Diffrent Guns For Npcs.
Asgarath83 replied to Langerd's topic in Mod Requests & Suggestions
Yes, code remove 99% of limitation of JKA... but is hard @.@ so, the workaround like your idea is ever the more better and fast solution. -
The Trick For People Who Want Diffrent Guns For Npcs.
Asgarath83 replied to Langerd's topic in Mod Requests & Suggestions
@@Langerd many thanks for your hint!!! i remember that in my mod i removed weapon model leaving only and empty tag for many weapons because NPC shoots projectiles by hands with magics. now i know how can i equip also weapons without create a new weapon for every evenience CODE WORK: 1- custom efx and snd for an AI class for a weapon 2 - change shoot animation to rifle \ gun animation for the desired Class 3 - give weapon model with icarus script as you told to NPC. (or maybe with code? i think is possible do a workaround on icarus script but i need to see how.) 4 done. -
Movable Cinematic Camera For Jka/jo Sp!
Asgarath83 replied to GamingPrince83's topic in Mod Requests & Suggestions
well camera can rotate with pan and zoom with zoom command, i am curious about move, because i never used the move option of cameras. however you need for cameras to create ref_tag with targetname, connected to info_null. the info_null orientation is the same orientation of camera. you can call cameras with icarus scripting. -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
Added an alpha test version of SEEKER AI code parameter for dogfight combat... i admit fighter are much better know. i will do the necessary edit at the end of works. i think now is time to pass to client and make a playable fighter...Oh, my >.< -
SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
mmm i noticed that the seeker and remote_sp fly round the player... maybe i can use this behavour for round dogfight... -
yes, i use GLM importer frequently for import stuff into 3d max. i have also a glm exporter on my blenders. and my max have some trouble to import stuffs with formats if is not 3ds or obj, so i use glm importer to get the stuff on max for rig with jka skeleton (i never rigged on blender ). pity that glm, 3ds and obj cannot import rig information or skeletons >.< only meshes.
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nice to know. pity i not know how to make \ import other skeletons. the only models program i have at disposision are max 5 (my max 10 is at moment down) and blender :\ @@ChalklYne thanks for dae and fbx but i cannot open with max 5 or blender 2.68 >.< i'm sorry. sure the failures are of my importer plug ins and program versions. very pity, i have tons of skeleton and animation for EVERY kind of animal, beast and creature extracted many years ago by an old mmorpg but i'll never found the correct plug ins for open the files on max or blender : \ (PWI formats are really odds)
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Ehi, man, can you be more specific? i am working on a coding mod about recreating a fighter AI and i am stucked with fly behavour . the AI act like sentry AI but fight switching weapons like bobafett. weapon models are coded removed and weapon effects are changed for the CLASS_FIGHTER i created. please, i need really some help about that. >.<
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SP new game styles (RPG - Space \ air dogfight battles)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
shoot behavour is pretty close to complete. now on fighter_tactictselect i add the field for flight behavour /////// Fighter fly behavours///////////////////////////////////////////////////////// float fighterflightDistance = Distance(NPC->currentOrigin, NPC->enemy->currentOrigin); bool fighterEvasionRange = (fighterflightDistance<FIGHTER_SHOOTRANGEMIN); // If enemy is Near, try some evasion shooting chaffs bool fighterRoundRange = (fighterDistance>FIGHTER_SHOOTRANGEMIN && fighterDistance<FIGHTER_SHOOTRANGEMED); // if enemy is close, fly round him shoot him with laser bool fighterBrakeRange = (fighterDistance>FIGHTER_SHOOTRANGEMED && fighterDistance<FIGHTER_SHOOTRANGEMAX);// if you are a bomber nd you are sufficiently far from target. stay on target nnd bombarding. // Evasion: (only for fighter, not for cruisers or big ships) if enemy is shooted by player flee with evasion manouvre (rolling, strafing) so we have 2 evasion behavour: one with fighter equiped with chaff weapons, it shoot chaff and making evasion by a close enemy. the other for fighter generically shooted. they rolled and strafe... if health of fighter is low, they will try to escape. attack fly manouvre, instead is basically: for bombers tht carry bombs, they stay in front or upon target bombarding it. for fighter with lsers, they fly round target like an wp_rocket altfire homing missile, shooting him... nd now is the hard task: how can i archive all that stuff????? o.o ny help suggest? in JKA there are not much coding example about behavours like thats... rolling is the more easy i think becuse the probe droid tilts they head and interrogator model tilt on itself entire model if you use a humanoid model with interrogator NPC default... but the others... damn. :S (if i have success AI of fighter is finished! ) -
http://psyko3d.50webs.com/tuts.html JKA skeleton is here. JKA animation sdk with all humanoid animation in XSI format coming with raven SDK modding pack. JKA humanoid animation converted into FBX format is a work i did years ago and here: (but this is with a skeleton edited for works on unity3d not sure if can be useful for you.) https://jkhub.org/files/file/1739-jka-animation-fbx-format/ mmaybe can help you also: https://jkhub.org/files/file/1586-animation-and-model-source-files-raven-software/ humanoid animation xsi by raven softimage animation creator https://jkhub.org/files/file/1483-jedi-knight-series-humanoid-animation-rig/ i never do an animation on my life so i cannot help you, but i am pretty interessed in this attempt. let me know if you have success.