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Everything posted by Asgarath83
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Lolling! Was the "Immunetogas" field, of g_combat.cpp i add some no-droid exceptions XD noghri stick fixed.
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i never check the code about that, but i suspect there is a variable in the cgame code something like q_irand, 1,3 that randomize the taunt, anger etc sounds of NPCs or players. for what i see, if you want a random taunt sound not put a taunt.wav but a taunt1, taunt2 and taunt3, that should work little better. for NPCs, works better gloat1, gloat2, gloat3, you can use with the taunt combination or without taunts for taunts the player.... be careful: too many taunts and gloat cause NPCs to never shut his mouth until is dead. XD taunt4 not work for what i know. i have used some taunt1-2-3 + gloat1-2-3 for some of my Npcs bosses. they NEVER shut off! they talk every few seconds injuring the player for all the combat. it's really funny, but after some minutes become boring.
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@@eezstreet i take and check my code and after some try and error replacing edited cpp file with original openjk edited file, i located the noghri stick crash inside the g_combat.cpp, so i will work about my edit. there is something i done with MOD_GAS editing of CLASS_DAMAGE, i suppose... i tryed to make some class immune to noghri stick as droids. also, i have founded the origin on another curios bug of my code: when NPCs throws a thermal detonator... it not be launch but it turn back to its hands... really funny.... D: after all morning to checking all my weapons edited code i see that this bug was not created by SP code... but by weapons.dat. I need to analyze better my DAT file and g_combat.cpp for find the solution at this 2 bugs, after that, my code work is pratically over.
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Turning off Ally friendly fire in SP
Asgarath83 replied to ShadowMarth's topic in Coding and Scripts
Got same trouble in my mod, when 3 saberist are in the same door hallway and enemy shooting at him, for deflecting shot they hurt and kill each other, and mission fail. : \ the faster solution should be to SET_UNDYING, True, the NPC in these parts of map with trigger and when all enemies are died deactivate undying with a target_counter and another script. but is like to cheat... : \ should be great if teammates cannot damage each other with sabers. with weapons is more hard that happen because a teammate not shoot if there is another teammate in front of him. -
Need little tips about Weapons efx \ sounds (SP)
Asgarath83 replied to Asgarath83's topic in Coding and Scripts
no no, it's hardcoded :\ because on weapon.dat you can only customize the muzzleeffect and sounds but not the projectile, impact, or flesh impact efx and snd. : \ also the weapons.dat for what i see working about player setting of weapon, for NPC is inside the SP code. : \ Thanks for hint, however, now i got a check on weapons.dat for BRYAR, BLASTER PISTOL and JAWA -
I have a little request... i desire that WP_BLASTER_PISTOL, WP_BRYAR_PISTOL and WP_JAWA instead of use all the same shot efx and sound, use different efx and sound, in this mode i can make 3 completeley different weapons about it. This is for singkle player game. Anyone know how to do that? i need it works also for NPCs.
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Any time, when all is working build with batch build the release of jagamesx86.dll and of openjk_sp86.exe . you can found your new exe and dll file into the release folder of the solution :3
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- 9 comments
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- Containing NPCs
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How can a misc_model_breakable fire a laser?
Asgarath83 replied to Noodle's topic in Modding Assistance
For what i've seen editing t1_rail for my mod, the 3 rockets was fx_runner conncect to some kind of info,... i cannot check now, my pc is over. mmm @@Noodle you can make 2 things: - a cinematic when a fakeplayer is reached by the projectile efx in the same way this work on t1_rail with rockets. also there is a cutscene on t1_sour when a weequay shoot with rocket and destroy the wall, separing jaden by chewbacca. - a script that lock player movement and get it shooted by a target_shooter weapons or something like that. when player is hitted, you activate a trigger_hurt into the zone for damaging the player... or you can edit icarus and set_health player to a lower value of 100 -
How can a misc_model_breakable fire a laser?
Asgarath83 replied to Noodle's topic in Modding Assistance
Ehi Folks. check the intro icarus script script of T1_rail and the scripts of map t1_rail itself... you remember? there are dogfighst when cargo ships shoot the train with projectile and explosion. there is also a part when a cargo ship is upon jaden and can Dmg in with explosion and Kyle arrive with raven claw by the front side of the map blasting and destroying the cargo. also, kyle speaks "too easy!" and the raven go over. you can use the t1_rail map as example for make shooting air battles using ship models, fxrunner, tags, triggers, and icarus -
you can use the solid spawnflag... However... more models you turn into solid, more time build is longer, more fp drops and loading time take the map.
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Microsoft visual studio 12 + OpenJK pack and code downloadable by the forum, + cmake for build the solution 1 install Microsoft visual studio and all components. 2 install Cmake 3 download openjk 4 build Openjk solution with Cmake 5 Use visual studio to edit the file and build the dll and exe.
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Cool! Are using an old lava map? D:
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Ah, mmmm i thnk i will install chrome >.< @@Syko overkill is Good! Yes, a torrent should really a wonderful idea!!! D:
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Seems to works, thanks
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/* This file is part of Jedi Academy. Jedi Academy is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. Jedi Academy is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Jedi Academy. If not, see . */ // Copyright 2001-2013 Raven Software //wp_saberLoad.cpp // leave this line at the top for all NPC_xxxx.cpp files... #include "g_headers.h" #include "../qcommon/q_shared.h" #include "wp_saber.h" extern qboolean G_ParseLiteral( const char **data, const char *string ); extern saber_colors_t TranslateSaberColor( const char *name ); extern qboolean PM_SaberInStart( int move ); extern qboolean PM_SaberInTransition( int move ); extern qboolean PM_SaberInAttack( int move ); extern stringID_table_t FPTable[]; #define MAX_SABER_DATA_SIZE 0x80000 char SaberParms[MAX_SABER_DATA_SIZE];here is it, for SP, is on game/WP_SABERLOAD.cpp for MP is in codemp/bg_saberload.c how i need to edit the field 0x80000? how work the 0x "number" parameters? @@eezstreet. o.o
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Thanks eez Yes, with my edited open jk not make me this error. crash directly when i spawn an overflowing sab data. with "saber" cheat , and stop LOL. xd this is one of the 2 crash i wanna fix of my exe... the other crash is about noghri stick, when projectile imbact against a body, it crash. =-=
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I think this can do working around icarus function of BS_FOLLOW_LEADER and SET_LEADER for the enemies. I try that in some mod with a boss swordmaster covered by 4 NPC, 2 shooter and 2 with saber. it works very fine. the boss get the attack and the other npc shoots if you are close to they or they follow bosses covering and defending him.
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Woah! You got a big collection man! I have a passion for map of temple and ancients styles, can i download from your folders?
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Fixed, i deleted a large amount of patches and structural meshes.
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I am trying to build a map but i get this error. what i need to do? D:
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For the slowest machine a TFU conversion for JKA can bee intriguind, but need... coding work for powers. maps, models... there is a TFU mod expansion about Knight of the force... i tried years ago, there was just the kashyyyk battle. really well done the first level and the gameplay but for making the repulse of force they simply make g_knockback in autoexec.cfg... a true TFU gameplay need also code work about force powers... : \
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Greeting. Ehi someone can upload for me this old map of filefront? i cannot download it! :\ http://jediknight3.filefront.com/file/Morning_Church;79571 @@Langerd sorry, firefox or my antivirus lock the site, i not know how to add exception on nod32. >.<
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Done, but about of "best answer" i wanna also to quote same your post, @@Langerd, the guide you linked about the works of Radiant transparency, http://irrlichtirc.g0dsoft.com/kat104/3D/Radiant/transparency.html some shader code you posted, and and the beatiful photoshop's @@Cerez tutorial on pag 1
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Yes, @@Langerd at the end i discover the trouble just some few hours ago. it was a damned shader conflict. Too many PK3 in my mod folder and TOOOOO many shader file. XD after i make a little clean all working perfect!!! Also, i did my first transparent texture, using ramikad shader + a png file with transparency it works. not work for TGA because save with a unique level and union of color, lol i think png is the best format for make trans textures. also jpg is fine, but if black is not pure black not work.