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Asgarath83

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Everything posted by Asgarath83

  1. Cool. i should remember to use _keeplights on my projects. thanks.
  2. Interesting. i didn't knew that uv lock can preserve from this issue. thanks man! :)
  3. Sadly lights never be decompiles and get ever losted alls. textures lots their alignments. misc_models are losted too, they become structural brushes. Again i not way a better way to decompile BSP.
  4. Amazing job. the best way for learn how maps and how jka works is to study original maps.
  5. not possible without coding, sorry man. With coding and basic C++ knowledge is easily possible to customize lightning effects by npc CLASS (player can use with playermodels) or, much better, create new enumerators for customize force power with a new varibles, (you make a list on code of ALL force lightning, heal, rage etc, effect you want and you use an if/else stuff in code, or a switch/case statement for change the visual effects and also MOD_damage, in relation of what kind of effect you want) Unlockly, force powers and weapons are heavily hardcoded on original JKsp. Is possible only with a code hacking of wp_saber.cpp / cg_players.cpp for single player and c_players.c and w_force for multiplayer. i am working to a code hack (only single player for moment) for adding a library for customizing shoot weapons (exactly like SAB files for sabers) and force powers, but i have also trouble of real life and other stuff to do, and i'm alone on that, so my project going very very very very slow).
  6. Pretty cool! on my personal project i have 12 elements basics instead of 6, and they can be linked also to zodiacal signs. Fire - Aries Light - Leo Spirit - Sagittarius Sound - Taurus Mind - Virgo Earth - Capricorn Wood - Libra Air - Gemini Metal - Acquarius Water - Pisces Darkness - Cancer Poison - Scorpion + Holy / Necro / Hell / Time and Space also, they can merge togethers for create 244 hybrid combinations, so for example: air+earth dust, fire+water lava, fire+light sparks, etc
    I didnt' seen the movie, but i love how is done this map. is dark and claustrophobic. smart idea the hatches NPCs. i not understood well the code numbers however. this map is for everyone that love puzzles. it take a very lot of patience for find the exit without die. also, there is the problem to remember the followed path of the labyrinth. maybe use laser trip mines for marks the path is a good idea. however is ... DEADLY. this map is most deadly of a duel against a thusand of sith reborn all at once time.
  7. Really grans drinks too much ruby blies or corellian coffees. nice scripts. they are a lot more smart and vicious of default foes.
    Nice Small map of a storage, very metal and grey enviroment. Thugs are nasty and vicious and is an hard level to play. A very nice work of Ramikad. I love the cranes.
  8. Thanks God! I love you for this, ashura!
  9. Aw, Craps. :( That's glitch also happen into default vanilla MP? if is not, probably is a glitch caused by JA++ code, but i not think is possible to fix into that case. for what i know JA++ code was not open source, but i hope i'm wrong about it.
  10. 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.
  11. 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! 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
  12. Good Luck Seph. i wanna see, what you will do with it. Really, JKA official levels use only the 1% of potentiality of engine. :\
  13. 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
  14. Thanks for badges and rank!

    I am honored and also a lot embarassed. >.<

    a big thanks to all peoples that believe in me. 🙂

  15. So Tauntauns can climbs an high inclinated slope? pretty cool! Yes, can be cool if someone do some wall climber vehicle and there is some map set like "climb the mountain for reach the base" :D
  16. 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. :)
    Amazing work, noodly, i love how you shaped the hood and the alabaster skin of the nightsister
  17. 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.
  18. 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
  19. 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 ); } } } } }
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