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Everything posted by Asgarath83
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So anyone can make that please? @@Langerd @@Szico VII
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Scripting NPCs to fight each other
Asgarath83 replied to DarthStevenus's topic in Coding and Scripts
mmm neverminded the problem that friend npcs ever follow player... in that case, i reject: set_leader null is a good escamoutage for avoid it when you need some passive allied NPC that can fight (so not CINEMATIC mode) but that you not want he follow the player. basically SET_LEADER is fine for enemy team because tell NPC who is the boss that lead a fight team. npcs with a leader follow him and protect him into the fight. is good, for example, for a wave of stormtrooper with an imperial commander. the commander should be targetted as leader of stormies. in that specific case however, the team change should be sufficient for making a good fight. -
Scripting NPCs to fight each other
Asgarath83 replied to DarthStevenus's topic in Coding and Scripts
One of the two opponent shoul be of an Enemy team during the fight. you can change with the SET_PLAYER_TEAM SET_ENEMY_TEAM commands. i think SET_LEADER is unuseful in this case. can confuse NPCs. this can be used only when they are in BS_FOLLOW_LEADER state build in the map an invisible walls arounds the fight places with the block NPC shader, for avoid other npc can see \ attack the "enemy" npc and for avoid of these NPCs to go around for all the room. -
maybe is a silly idea but can be an help for new, veterans or lazy mappers for boost up their job. based on cave prefabs and imperial base prefabs idea, i get this suggestion: why not make a map that contains prefabs of architectonical basic elements for fastly build any kind of room and architecture place? (like temples, cathedral, castles, houses etc ) basically the file map can contain dozens of different prefab for each of this category on different architectonic styles of the world: (greek, doric, chinese, nordic, tribal, arabian, gothic, biological \ organic forms , sci-fi furutistic, star wars world architectonic elements, etc ) - columns and capitels - stairs and spiral staircases. - domes - arc \ bevel ceilings - shaped walls and hallways - pedestals - roofs - bridges - platforms - etc
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Nice map. you need to resize some texture to 512, 1024 values. On some JK client they can crash the server. there are some texture that are not on power of 2. for play the map i need to fix some texture with bad size - not multiple of 2 value. otherwise, great work! it's really a dark, gothic location and i like the lava scenario.
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- Containing NPCs
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For me is okay, but the inique way for replace the Vjun droid is to replace the NPC file of assassin_droid for use the jedi hunter saber droid model with one \ dual sabers as weapons. for t2_rogue, you need to make a new custom NPC with old assassin_droid.npc data pasted itself and use NPC_spawner entity and NPèC_Type key and "assassin_droid_old" as value for spawn the old assassin droid. you can also add a lot of customize NPC assassin droid , or use SET_WEAPON and SET_ALTFIRE , true into the droid spawnscript for change they default blaster rifle weapon.
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mmm putting maybe the rakatan temple on the skybox as landshape? o.o should be really a nice map. rakata prime is one of the more wonderful... and also scary world of the saga. it's "scary" for feelings you are when you go into a post - apocaliptyc world. i get strange feelings by these planet when i played kotor... it's one of the more strangest world i never seen. something of innatural, but i not know why.
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Gravity in some places .. but not entire map
Asgarath83 replied to Langerd's topic in Modding Assistance
That's okay for player. for NPC you need to set some usescript or some script that affect and NPC and change is relative gravity with SET_GRAVITY 0, i applied to some ghosts years ago as spawnscript and they flyswim in the room. XD -
not without coding. also with a good shader works, every liquid act in that way... maybe a custom fog with a trigger _push conveyor belt that push on top or or bottom can be an alternative. should contain some trigger_multiple on the fog upper level that alteraty the gravity of player! with SET_GRAVITY 0, the player should swim into the fog. if player esc by the fog, gravity will return normal. no idea about space, never tried him. NOTE: CLASS_SWAMPTROOPER Npcs cannot drown in the liquids.
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Mandolorians without the Antenna on their helmets.
Asgarath83 replied to AuriusPheonix's topic in Mod Requests & Suggestions
If in the model the antenna is a separate mesh of the helmet, on the SKIN files is sufficient to set this mesh on *off and it become invisible. -
Sith Eyes on Jaden in Story/Campaign mode
Asgarath83 replied to Darth Sion's topic in Mod Requests & Suggestions
Yes, is SET_SKIN the key, but you need to provide a sith skin for all jaden versions: male, female and aliens. mmm... should work on the korriban maps if the maps are setted with "keep_previous" spawnflag into info_player_start. sure, that will not work for tier mission, but SHOULD work, i think, for korriban too. if not work i tbink is possible to fix it editing the intro dark side script of KOR1 adding once more time SET_SKIN command -
Copy all maps, levelshots, textures and shaders, music models, and sounds folders in a custom PK3 and place into gamedata/base of your JA. start the game and load the maps with devmap command. You NEED to know the name of maps you want to play. so i suggest to take a paper and pen and to write the name of all BSP files contained into the map folder
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You need pakscape. and you need to create a file PK3 with pakscape. inside it you need to put the folder "maps" with BSP files of the map you desire. you need to do the same thing for the shaders, and textures folders used by the maps you want to play. i hope the maps will contain almost 1 info_player_start startpoint entity, or you can play only on multiplayer.
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Sith Eyes on Jaden in Story/Campaign mode
Asgarath83 replied to Darth Sion's topic in Mod Requests & Suggestions
1 new eyes, done (maybe you need also a custom mouth_eyes texture? i not know much how is done jaden model) 2 a SKIN file called model_sith with the new texture for jaden eyes, this skin file need to be put inside the jaden model folders 3 on taspir 3, you need to edit with Icarus the file IBI of the cinematic of Jaden killing rosh, there is the baddest part, you need to add SET_SKIN "skin path" to the player maybe that require also a SET_PLAYERMODEL for make the modification permanent on korriban levels. the problem is that jaden have not a solo model: he can get 3 face, various, outfites, various race, can be male or female, so this is not an easy modification, you need to do that for all jaden variant. and i am not sure how is possible to change the skin with icarus code with all these variables. -
Check escape from yavin 4 mod, UI is filled with screens of every characters and weapons of mod and they description, without writing hundred of buttons. i builded some UI section of my mod following this HUD sctructure.
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Nope. JKA is not like many game as skyrim or soul reaver, with a giant map gradually loaded when player is moving. JKA is a game with closed map and a map is loaded enterely to the level starts. hoth2 and hoth3 are technically total different map, also if they are done for give the illusion of be parts of the same map. basically JKA is done with closed map istances, there is NOT any Giant open world to explore. every map is a giant box with a sky and a path, full of brushes, lights, entities and triggers that run scripts. what i mean is to use some trigger system for recreate the loading system of the open worlds game for this special map for avoid FPS drops and other issue like that. Otherwise, if you not place more of 20-30 civilian NPC spawn point inside an area, i doubt you will get the lag or fps drop problem. the crashes are caused not by the map. , it's rarely that a map crash the engine. the crash are caused by engine bugs, overcap the shaders \ NPC \ Item Limit ( a map can contain 2046 entity , NPC included as maximal entity number and something like 300 thousand of brushes, the brushes can get a maximum of 12 vertexes\ edge \ sides for quake 3 engine, a model can get a maxiaml of 1000 vertexes for mesh or 500 for a shaded mesh )these all the restriction of JKA engine. if you respect all this graphical and scripting restriction you can give this work without trouble. be careful when you place the amcience sound, the sounset function of the target_noise entity is vicious: if you set a sound_set there is not presente into the sound_Set list of the game, map will crash on loading. for avoid this, when i use target_noise i prefear to play some loooped sound. insteand of a soundest sound. soundset sure are better, but are also more complicated to manage.
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The main problem of massive NPCs placing into a level is the FPS drops of quake 3 engine. >.< is possible to avoid it placing trigger_once spared into all map for spawning smuggler (so smuggler appear when jaden hit a trigger_once that activate a scriptrunner that "use" the NPC with the defined targetname.) all sp combat map use the trigger_once interaction with NPC, or the trigger_once -> script-> npc spawning as way for spawning Just the NPC in the next area jaden need to to reach. You can use for civilian a trigger_multiple, system: simply you need to "split" into your mind the map into various area. every area is rounded by a trigger_multiple that remove civilians if you leave the area and spawn the civilians if you are entering in a new area, in that way, also if the map get dozens or a thousand of civilian, there is never a massive NPC loading, because they are only into the area that jaden explores. tplace also around every area brushes with system/hint texture can give you some help to reduce loading trouble for the more complex map area... but that way work basically for misc_models, not for NPC. the area of the maps need to be splitted by triggers are: - the landing pad - the swoop trace - the rancor arena - the lower city - the first cantina and rakto model hideout area. - the upper city. - the second cantina the lower city and the upper city area are the more vaste and expensive areas, so also if there can be some problem of FPS drops caused by NPC, is on that area. about crashes, JKA crash if they are hitted some code exception, but if NPCs are good configurated and the code is okay there are not crash. if the mod is of for JAE, i think jkhub staff had take care of all eventually code troubles. personally i am using a custom version that i coded by myself of Openjk for my mod so i cannot tell it.
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Well, maybe i will call some force healer jedi... >_> stupid real world >.< it's a cystitis. bad beast, but i had already fight in past. i will see you when i will was okay again. thanks for all guy. oh, i forget a last idea: the motel area with raktor hideout has very small hallpaths so a combat here against bosses is not much handful. - the final fight against rakto saber droid should be done into the rancor arena near the start level of landing pad, the arena is closed. jaden can be take down by some rakto trick (is sufficient some flashbang \ stunning grenade i think. is not sufficient to make effect or expliosionj: in the cinematic you can make a fading screen with the noise of noghri_stick poison gas cloud XD and a jaden choke \ gasp sound ) when he capture him into the motel room and so he awake into the rancor arena for final fight with rakto that enjoy to assist to show, and watch him to be ripped by jedi hunter droids. PS: SET_ORIGIN on icarus allow to set the player origin by raktor hideout to the arena in easily way. is possible to use a navgoal as helper of origin indication some like SET_ORIGIN "jadenarena" origin as script. in that way you teleport jaden into the final area of the level. Now i go. Bye.
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I am sorry but for my heal trouble i need to leave the project. however, Darth Sion, i will answer to your questions as possible: - there is the source file of cullen map available for all that want to end the projects - i provided to delete padme's ships and replace with z95 misc_model_static with collider. - i put the intro_player_start located near z95 into the landing pad. - i put rakto with 2 rodian escorter for first cutscen, the cams entities for cutscene movie are already setted into the landping pad, the intro cutscene need just to be scripted. at the end of cutscene rodians need to be turn by BS_CINEMATIC to BS_DEFAULT for attavk jaden. rakto need to run to the waypoint navgoal at the end of landing pad. -after a little hallwaty jaden will found a first wave of smugglers of various kind. he need to kill him alls and activate some switch for spawn a swoop. - at this point he can go into the swoop race. they will spawn mercenaries and other alien smugglers on swoops (i placed just the first swoop gangster) to stop him. WHAT IS MISSING: - jaden need to find a hallway that lead to a suburban complex. here will be full of smugglers and civilians. - there is a cantina in this area when jaden need to have a dialogue with a bartender (like kyle on nar shaddaa on JO) - there all some path that lead to upper urban quartuer and to a place with roofs and skyscrapers. the first bartender will lead jaden to find rakto in this area with skyscrapers and motels. here there is will two special assoult team: one saboteur cloacked team and one himan merc team against him. the paths upon the platforms of the area will be with snipers , grenadiers, and also some rocket launcher smuggler. - spared to all level will are the assassin_droid, they need to be scripted for embraced various weapons, not only rifles, so the fight against droid will be more interessing. - at the end jaden understand is a trap. so he will found another cantina into an upper quartiere and the bartender tell him where is the true rakto hideout. - jaden need to turn back to fhe first cantina, on the back of the tavern, there is a motel with rooms. rakto is hidden in the last room of motels. in the various rooms the "clients" are smugglers boss (maybe shield with SET_ARMOR script ) and assassin_droid at the end will be two jedi hunter droid models with saber. they are the final bosses and the body guards of rakto. what need to do the mapper: - Place all this entities - Configures all this NPC for script icarus interface - adding ambience sounds - adding some civiian alien model (quarren, rodian, etc ) that walks on streets or are sitted on the two cantinas. - scripting the cinematic and the NPC combat behavours. Wso what @@Darth Sion need: basically, mappers and scripter. the map is already done, so all is necessary to be done is to place NPCs and script themselvesm. it's not so difficults, right? Now excuse me but I go to bed . I have fever. good luck with your project @@Darth Sion. i hope you will find some mapper that can do the NPC stuff. i am sorry i cannot continue the project and i need to dismiss that. ._. if someone has seen, in the last time i am likely a ghost on this forum. sorry i cannot stay , but... is a bad time . i will return when things will goes better.
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SP code: Help with FP_ABSORB, FP_HEAL and FP_DRAIN.
Asgarath83 replied to GamingPrince83's topic in Coding and Scripts
The Kotor Drain effect level 1 2 i think can be done with effect editor. to level 3 you can do the "letal field " skill. in that case is pretty complicated. maybe is better to write a new force power about that: a force drain with AOE effect on all enemy round you. you can copy the force repulse code and edit it for drain enemies instead knockback . but serious i not know how to do that. i know how to freeze enemy, blind, burn, disintegrate, stun, poison... but not how drain with a force power AOE attack. sorry.