-
Posts
2,023 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by Asgarath83
-
-
-
-
-
Adapting MP vehicle mechanics to SP
Asgarath83 replied to Lancelot's topic in Mod Requests & Suggestions
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. -
-
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 .
-
How to make a new force power (Single player)
Asgarath83 commented on Asgarath83's tutorial in Coding
https://github.com/JACoders/OpenJK Here. Download Zip, Enable Git, create your repository and have fun -
-
-
- 7 comments
-
- bot support
- jkhub exclusive
-
(and 3 more)
Tagged with:
-
- 3 comments
-
-
- lightsaber based weapon
- humorous
-
(and 1 more)
Tagged with:
-
-
- npc support
- personal skin or model
-
(and 2 more)
Tagged with:
-
-
Modding force jump and force push
Asgarath83 replied to Devil_hunter96's topic in Coding and Scripts
You need basic C-C++ knowledge. depending if you want to work into MultiPlayer or Single Player, -
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
-
Modding force jump and force push
Asgarath83 replied to Devil_hunter96's topic in Coding and Scripts
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) }; -
Modding force jump and force push
Asgarath83 replied to Devil_hunter96's topic in Coding and Scripts
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. -
Modding force jump and force push
Asgarath83 replied to Devil_hunter96's topic in Coding and Scripts
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 ? -
Modding force jump and force push
Asgarath83 replied to Devil_hunter96's topic in Coding and Scripts
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... -.- -
-