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Asgarath83

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Posts posted by Asgarath83

  1. 1: on INFO_PLAYER_START / INFO_PLAYER_DEATHMATCH make an USESCRIPT called mapname/intro.

    2: inside that intro file on icarus you do:

    affect player INSERT

    SET_VICTORYSCRIPT mapname/victoryplayer

    save and build.

    3: now create the victoryplayer file on icarus.

    put SET_SOLID, true on it.

    save and build.

    Got it! 🙂

     

    PS: on SP sure it will works, not sure about MP. MP modding is not my field.

     

     

     

  2. Hello.

    There are two different methods for do that.

     

    Method1:TargetCounter. the more easy.

    1 - The NPCs that you need to protect should have as NPC_target the targetname value of the targetcounter. we will call it "failcounter"

    so

    NPC_target failcounter

     

    2 -make a target_counter. it's targetname is failcounter.

    set

    count 3

    target failrunner

    3 - create a targetscriptrunner

    targetname: failrunner

    Usescript: mapname/failmission

    4 - On Behaved use that:

    SET_MISSIONFAILED as value:

    TOOMANYALLIEDHASDIED

    build the map and the script.

    got it! 😄

     

     

     

     

     

     

     

    On 8/27/2021 at 3:09 AM, scp_chaos1 said:

    I think I don't explain it well, I will put it in the next file:

    script 001

    What I need to create is the script that says your allies have died, examples of this script exist as Kyle_died and Rosh_died, I just want to create a new one so as not to rewrite an already made one. I just don't know how to do it in the most optimal way. That is why I ask for help. In other words, the only thing I want to do is create the script, nothing more.

    Yes, that's the better way 🙂

     

    Method2: behaved variables

    another way is more complicated and require to declair a variable into icarus

    declair "failedmission"

    set failedmission, 0

    when your NPC died, have as NPC_target failrunner

    and they run directly the failrunner script instead of a target_counter

    in that case the failrunner works like the t1_danger script that add ++1 on the failedmission variable value each time the script is runned. 

    when you get 3 as value of your variable you run the  SET_MISSIONFAILED TOOMANYALLIEDDIED .

    you can do that with an "if" field, exactly like t1_danger

     

     

    scp_chaos1 likes this
  3. 2 hours ago, DA COOLIST OF DOODS said:

    Thank you very much for the descriptive answer. It's a shame that it'd have to involve editing the code, but oh well.

    You need also to edit some files of icarus for add also on Behaved the new SET_REMOVEWEAPON parm (with a list of weapon, exactly like SET_WEAPON as option)

    i got you an hint: into openjk solution the icarus script system should be into q3_interface.h and q3_interface.cpp

    you can use "find all reference" on SET_WEAPON into the code for find all the code chunks when is called and see how it is coded.

    obvious, the remove weapon should work into the opposite way respect of SET_WEAPON. at moment i am not coding so i can't help, but i think should be interesting if you check the force push \ pull code, cause on level 2-3 force pull remove weapons from inventory of NPC player pulled.

    that's should be the way. (but obvious, without the dropping of the item :P)

     

     

    Void ForceThrow on wp_saber.cpp is related to force push \pull, is a boolean, so is a true\false. pull\ push code use the same function for work, so is a little complicated to find the exact chunk of code of drop weapons of pull level 2-3

  4. a personal thought about jedi outcast: the last cairn lever when you need to be avoid to be detected and captured by imperial when you try to jump on doomgiver ship remember me metal gear solid and the stealth game mode of it.

    i didn't knew of Force Sight aim improving on player, very interesting! :D

    i Knew of saber staff cutted off, but never happened to me.

    now i am replaying jedi outcast, i forgot how was cool this game. is an action game full of puzzles and labyrinths, very strategically. is a failure that modern super HD Unreal 4 engine games and modern games lack so much into puzzles and enigma.

    the maps of Jedi outcast are very smalls compared to open world games, but i spent hours to move around the mazes asking to myself "now where i go? now what i do? argh, i'm trapped! damn, where hell is the panels for enter the codes?

    Damnx2, What's mean "power offline???!" <-- myself into kejim outpost level main pit for activate elevator for jump into secret crystal lab. "

    from what is spawned this jerky with rocket launcher??? how craps i reach the other side of canyon into doomgiver reactor if he destroy my platform?!?!?"

    lol, amazing game. 🙂

    thanks for info, guys. :)

  5. I quote Wonko.

    every NPC killed have an NPC_target key with targetname value of the target counter.

    into the target counter, you set

    count value, example, count 10

    and you link the target_counter to a target_scriptrunner. when the counter will reach 10 (or whatever value you want)  it will run the script file that you will set and that's allow you to do... well, whatever you wanna to happens. 🙂

     

  6. Mmm, i'm playing jedi outcast these days and i see the problem.

     

    well, the fact is that is NOT possible, without code hacking, to remove weapons from player with scripting, *sigh*,

    the level of nar shaddaa started with kyles with no weapons (he lost all weapons into the first duel with desann and into jedi academy is without weapon until he get the lightsaber)

    so the "drop weapon" dialogue of rodian bodyguards ... is a fake drop weapon dialogue.

    kyle can't attack into nar shaddaa until bartender cinematic, at all.

    force powers and saber are re enalbed after dialogue, and other weapons need to be re obtained killing the smugglers.

    :\

    the unique way for player to lost his weapon is to be force pulled by someone. that's not much good.

    This really need to be fixed with coding :C

     

     

  7. On 4/11/2021 at 10:15 PM, DA COOLIST OF DOODS said:

    That would be convincing but the weapon would still be in the inventory

    Sorry for late of answer. i have a lot of personal troubles.

    Craps you right, honestly i not know how the hell to fix that. :\

    the unique solution should be to edit the code with a new SET_REMOVE_WEAPON @ WeaponName function. :C

     

    I found the nar shaddaa script of lock weapons..

    is the enter_bar.ibi of ns_street level.

    that is the contain:

     

     

     

     

    affect ( "kyle", FLUSH )
    {
        set ( "SET_PLAYER_LOCKED", "true" );
        set ( "SET_WEAPON", "WP_NONE" );

        affect ( "bouncer_main1", FLUSH )
        {

            task ( "no_blasters" )
            {
                sound ( CHAN_VOICE, "sound/chars/rodian1/09ro1001.wav" );
            }

            set ( "SET_USE_SUBTITLES", "true" );
            set ( "SET_VIEWTARGET", "kyle" );
            set ( "SET_ANIM_BOTH", "BOTH_TALKGESTURE1" );
            do ( "no_blasters" );
            wait ( "no_blasters" );
            remove ( "bb_p" );
            wait ( 500.000 );

            affect ( "bouncer_main2", FLUSH )
            {

                task ( "speech1" )
                {
                    sound ( CHAN_VOICE, "sound/chars/rodian2/09ro2001.mp3" );
                }

                set ( "SET_USE_SUBTITLES", "true" );
                set ( "SET_ANIM_BOTH", "BOTH_TALKGESTURE2" );
                set ( "SET_VIEWTARGET", "kyle" );
                do ( "speech1" );
                wait ( "speech1" );
                wait ( 1000.000 );

                affect ( "bouncer_main1", INSERT )
                {
                    set ( "SET_WEAPON", "WP_BRYAR_PISTOL" );
                    set ( "SET_ANIM_UPPER", "BOTH_STAND5" );
                    set ( "SET_ANIM_HOLDTIME_UPPER", -1.000 );
                }


                affect ( "kyle", INSERT )
                {

                    task ( "no_problem" )
                    {
                        sound ( CHAN_VOICE, "sound/chars/kyle/09kyk014.wav" );
                    }

                    do ( "no_problem" );
                    wait ( "no_problem" );
                    wait ( 1000.000 );

                    affect ( "bouncer_main2", FLUSH )
                    {
                        set ( "SET_BEHAVIOR_STATE", "BS_DEFAULT" );
                        set ( "SET_WALKING", "true" );
                        set ( "SET_RUNNING", "false" );
                        set ( "SET_IGNOREALERTS", "true" );
                        set ( "SET_LOOK_FOR_ENEMIES", "false" );
                        set ( "SET_WATCHTARGET", "NULL" );

                        task ( "go_guard_bar1" )
                        {
                            set ( "SET_NAVGOAL", "gb1" );
                        }

                        do ( "go_guard_bar1" );
                        wait ( 1000.000 );

                        affect ( "bouncer_main1", FLUSH )
                        {
                            set ( "SET_BEHAVIOR_STATE", "BS_DEFAULT" );
                            set ( "SET_WALKING", "true" );
                            set ( "SET_RUNNING", "false" );
                            set ( "SET_IGNOREALERTS", "true" );
                            set ( "SET_LOOK_FOR_ENEMIES", "false" );
                            set ( "SET_WATCHTARGET", "NULL" );

                            task ( "go_ramp_bottom" )
                            {
                                set ( "SET_NAVGOAL", "rb" );
                            }


                            task ( "go_ramp_bottom2" )
                            {
                                set ( "SET_NAVGOAL", "rb2" );
                            }


                            task ( "go_ramp_top" )
                            {
                                set ( "SET_NAVGOAL", "rt" );
                            }


                            task ( "go_ramp_end" )
                            {
                                set ( "SET_NAVGOAL", "re" );
                            }

                            do ( "go_ramp_bottom" );
                            wait ( 1000.000 );

                            affect ( "kyle", FLUSH )
                            {
                                set ( "SET_PLAYER_LOCKED", "false" );
                            }

                            wait ( 1000.000 );
                            set ( "SET_ANIM_HOLDTIME_UPPER", 0.000 );
                            wait ( "go_ramp_bottom" );
                            wait ( 2000.000 );

                            affect ( "bouncer_ramp", FLUSH )
                            {

                                task ( "go_ramp_guard2" )
                                {
                                    set ( "SET_NAVGOAL", "rg2" );
                                }


                                task ( "go_ramp_guard1" )
                                {
                                    set ( "SET_NAVGOAL", "rg1" );
                                }

                                set ( "SET_LOCKYAW", "off" );
                                do ( "go_ramp_guard2" );
                                wait ( "go_ramp_guard2" );
                                set ( "SET_DYAW", 90.000 );

                                affect ( "bouncer_main1", FLUSH )
                                {
                                    do ( "go_ramp_bottom2" );
                                    wait ( "go_ramp_bottom2" );

                                    affect ( "bouncer_ramp", FLUSH )
                                    {
                                        do ( "go_ramp_guard1" );
                                        wait ( "go_ramp_guard1" );
                                        set ( "SET_ANGLES", < 0.000 90.000 0.000 > );
                                        set ( "SET_LOCKYAW", "90" );
                                    }

                                    do ( "go_ramp_top" );
                                    wait ( "go_ramp_top" );
                                    do ( "go_ramp_end" );
                                    wait ( "go_ramp_end" );
                                    remove ( "bouncer_main1" );
                                }

                            }

                        }

                        wait ( "go_guard_bar1" );
                        set ( "SET_DYAW", 90.000 );
                    }

                }

            }

        }

    }

  8. On 4/8/2021 at 3:36 PM, Lancelot said:

    I was recently thinking about how well the vehicles can be controlled in MP (albeit not as good as in other games from that time, such as Battlefront II), while the control is really awkward and broken in SP mode.

    Here is my question: Is it possible to adapt the vehicle mechanics from MP to SP?

    Sure, except for the swoop bikes and tauntauns, vehicles are not an actual part of the campaign. But I was thinking about the sandbox mods, which have become popular in the community. Some sandbox mods already have vehicles included in their maps. Adapting the MP mechanics would not only fix the flawed mechanics in SP, it would also make the experience more consistent.

    @Asgarath83, is it possible to do that?

    Is possible, but you need some good guy that now well the vehicle code of multiplayer and singleplayer both.

    the asteroid mod of gummelt have a nice multiplayer dogfight space combat.

    the single player vehicles are horrid and hacked. animals and speeders are very good both Fighters handling and collision is very nasty. 

    well, basically, a coder should past the source code of asteroid mod from MP to SP for fix the bad flight behavour of fighter.

    then you need another problem: you need to wrote an AI for NPC that use fighter vehicles for have realistic space combat mode. honestly i not know how to do that.

    At moment, i am not working on my fighers, i am doing a library for customize weapons as expernal *.GUN file that works exactly like *.SAB for sabers. and replace the limitated and frustrating weapons.DAT

    i am at good point but is a LONG job, the variables for fully customize model, icon, descripton, projectiles, damage, visual effects, ray shaders of disruptor, animation damage, splashdamage and ballistic of weapons are ton of stuff, and i am again working for accomplish it.

    when i will end this code i will host the edited code and i add some notification about the functions created and the files i hacked so amodder more expert of me can  complete that an host on git and do some better improved job.

    i never got git working, sadly and no one never teached me step by step how to use it.

    however, yes, lancelot, is possible to do, every thing is possible to do with code. you need
    - source code

    - c++ knowledge

    - willpower

    - a nice coder.

    any thing of life is possible to do if you have the skills, the willpower and the tools for do it. the limitatiosn exists only on our mind.

     

     

     

    Lancelot likes this
  9. On 3/13/2021 at 10:55 AM, ykas2 said:

    I was looking for description of the JA comat system for a some time but with no success. Maybe somebody here can help me? Mainly, i'm intrested how it calculates parrying and how it depends on saber settings (power, for example)? Or, if such description existed somewhere I'd really appreciate the link.

     

    is all hardcoded. if you know c++ you can download opejk and visual studio and get a look. the file of code related to saber combat is wp_saber.cpp for single player .

  10. On 11/27/2020 at 11:28 AM, LusoJedi said:

    As some of you may know, due to a mistake or oversight, Alora's regular model got unused in the final game. Instead, her model with Hoth gear is used throughout the game.

    To fix her appearance on Taspir III is quite simple. However, I don't know how to edit her appearance at the beginning of the game, during the in-game cinematic where she infiltrates Luke's Jedi Academy. I'm not familiar with editing cinematics and respective scripts. Can anyone point me in the right direction? What do I need to edit and how?

    Dehaved allow to decompile scripts or edit i guess.

    Why not use a SET_SKIN script that set alora skins for match your needs? not know if is possible

  11. also that:

    float forceJumpHeight[NUM_FORCE_POWER_LEVELS] =
    {
        32,//normal jump (+stepheight+crouchdiff = 66)
        96,//(+stepheight+crouchdiff = 130)
        192,//(+stepheight+crouchdiff = 226)
        384//(+stepheight+crouchdiff = 418)
    };
    	float forceJumpHeightMax[NUM_FORCE_POWER_LEVELS] =
    {
        66,//normal jump (32+stepheight(18)+crouchdiff(24) = 74)
        130,//(96+stepheight(18)+crouchdiff(24) = 138)
        226,//(192+stepheight(18)+crouchdiff(24) = 234)
        418//(384+stepheight(18)+crouchdiff(24) = 426)
    }; 

    Devil_hunter96 likes this
  12. Found! Edit these values:

    	float forceJumpStrength[NUM_FORCE_POWER_LEVELS] =
    {
        JUMP_VELOCITY,//normal jump
        420,
        590,
        840
    };
    	float forceJumpHeight[NUM_FORCE_POWER_LEVELS] =
    {
        32,//normal jump (+stepheight+crouchdiff = 66)
        96,//(+stepheight+crouchdiff = 130)
        192,//(+stepheight+crouchdiff = 226)
        384//(+stepheight+crouchdiff = 418)
    };
    	

    and you should okay. WP_saber.cpp

    follow tutorials of eezstreet for build your own solution with openjk, you need openjk and cmake.

     

  13. 9 minutes ago, Devil_hunter96 said:

    Thanks for the advice bro, appreciate it!

    I am mostly looking to apply this on SP as I play on Galactic Legacy /KOTF 2.1, but what you told me about the force push is cool, I will try that.

    As to the force jump, I know that feel, I'd love to be able to edit that, but I've got no knowledge of coding whatsoever, hopefully we'll be able to edit things like that in a not so distant future.

    You need openjk, visual studio and you need to learn at least how to build your solution and your EXE and DLL files.

    however, is not much difficult. on SP should be just a little change of setting into fhe forcejump functions, i guess is indicated the amount of levitation of a force power. should be a vector i guess, that move player into the Z axis for a lot of second and a lot of map units. a little change of these parameters should affect jump intensity.

    ps: force powers and sabers are coded inside WP_saber.cpp ?

     

     

  14. 20 hours ago, Devil_hunter96 said:

    I truly appreciate it!

    you need that on SP, or MP? i know only SP coding.

    Force Push: that's easy. is possible do that without much trouble without coding... i seen that on force unleashed mod.

    1 create an notepad file and save as "save all" as *.CFG format. name it autoexec.CFG 

    2 slap it on the PK3 of your mod folder, or inside a mod folder that work with a batch file, or into base, if you want that affect globally the game.

    inside CFG file wrote that line:

    seta g_knockback             "4000"

    3 save and enjoy,

     

    Super Force Jump: sorry bro, that REQUIRE coding. >.< cause all functions of JKA related to force powers and weapons are f****ing hardcoded and missing a lib like SAB files for customize or add new weapons and force power ... damn, why raven not did  a damned LIB also for weapons and force powers? so frustrating... -.-

     

     

     

     

  15. On 11/6/2020 at 7:14 PM, tinny said:

    Hey everyone!  First time poster and long time lurker here and hope you are doing well.  I love Jedi Outcast but before you get your lightsaber and force powers the early levels felt really bland.  Around the same time JO was released, another one of my favorite games came out called Max Payne which had a gameplay feature called shoot dodging. Inspired by cinematography from John Woo movies, the staple of the game was you could temporarily slow down time and dive while shooting which provided tons of defensive and offensive capabilities during gun fights.  I've implemented some of it but it still requires a lot of polish.  ETA is Christmas of this year:
     

     

    That's amazing!! Keep it up! I hope a day it will be complete and you will share that magic ? shoot combats can be much more better with that.

    tinny and yeyo JK like this
  16. 5 hours ago, ShadowKoopa7 said:

    I will definitely look into your tutorials. What software do I need to make maps? I would like to start mapping as it seems easier to do than some other things.

    Gtk radiant. you should use the custom version that use mjt, can you avoid a ton of job, cause it allow to build maps with autocollision of MD3 static meshes, so you can avoid to spare time draw by hand the colliders of static models. :)

  17. On 9/11/2020 at 11:46 PM, ShadowKoopa7 said:

    So I'm new to the whole modding scene and was wanting to start off small and learn some basic coding. I already know how to edit NPC files and change their weapons. I dont really know how to do anything else when it comes to coding. I'm not exactly sure where to go for coding tutorials. I know that the coding language used is C++ and that I need a specific code compiler to be able to edit the source code. Any advice on coding would be appreciated. My hope is that I will be able to figure out how to increase the damage for weapons, write basic scripts, and be able to successfully change NPC classes. As stated earlier, any advice on coding such as code compilers would be great. Just for reference, I am using Notepad ++ as my code editor. 

     

    there a re a lot of tutorial about coding here on JKHUB. you need to use visual studio for build your solution, eezstreet tutorials can help you to start.

    you can try to add new weapons or force powers o customize visual effects of bullets or force powers or add new damage weakness o resistances to classes into g_combat. i started on that way. there are some oldest tutorial of mine that explain you how to add a new weapon or a new force power step by step.

    But,honestly, coding is the last step you need, before code you should fully understanding how work jka gameplay and modding.

    i suggest you to learn at least the basic about how to add NPC and SABERS, how to rig a character or make a saber, how to make a basic map. with coding you can edit the gameplay, but is very complicated and require a good knowledge of gameplay and of engine. edit things without know what are you doing can have unpredictable effects.

     

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