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Everything posted by Asgarath83
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Wow! a masterworking!!! O.o
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i agree with your idea, dusty. i think and NPC with Weapon melee, not rancor, wampa, interrogator or howler or droid class, can be so smart to find some weapon to shoot you if yoiu have a lightsaber , they EVER make this. if you use a shooting weapons, attacking only if you are close. switching weapons and use alt fire like Bobafett AI is a wonderful idea! i fully agree!!
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COOLS!
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in my mod i turned off tbhe mindtrick code that make immjune at mindtrick the saberist, and i make some case exception for blss classes. it's work! an enemy with saber or blade in my mod can be confused \ controlled XD it's really fun ^^ Not slow to much speed 3 because you need to use into the taspir factory for bypass the conveyor belts and chain montage machines. Also i agree for force jump. level 1 of force jump is really hilarous.
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Wow it's a magic sky!
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The rebel woman remember me kasan moor.
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Show the shader of the moon.
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36: free and infinite number of bacta containers for all the siths players of the server. 37: free jump chicken mutated rancor is available for reward of power duel for satisface hungry of @@eezstreet. D: 38: the better player receive a complete outfit with hood, force lightning level 100 and infinite force bar, palpatine model and palpatine skin unlocked.
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GREAT WORK!!
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Nice 3D works! It's a wonderful rifle model!
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best player I've encountered
Asgarath83 replied to Acrobat's topic in Jedi Knight General Discussions
@@Acrobat do you know the name of the map? the player is really smart. uses the explosion of tripmine for jump more high O.o -
Please continue!! i love maps in fantasy style.
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Star Wars Episode VII Discussion
Asgarath83 replied to Circa's topic in Star Wars Franchise Discussions
Jedi fitness training tagged Disney! -
From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
Mmm @@JediBantha if someone is coded on in file, is better that you add the new implementation editing the file, instead of make a New code file. yes, that's can be your problem. i tryied too other way in my stuff, and i am sure that add custom \ effects sound works only if you work on the command line of the original effect that you want to edit. you need to edit the specific sound \ efx function. :S -
Boothand ducky!!!
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i give you a good news: they are different. they are 2 differetn model and not only in the textures. i ported on my mod the models folder of the shaakti vm and the femshaakti of escape of yavin 4. i make 2 npcs with NPC files and i spawn the 2 togrutas near one to the other.. they have different color of the skin, the hair tentacles of shaakti vm are more long and the head of femshaakti is more large. are 2 different models. also, the Uvmapping is different, too.They have different textures. there is a facial texture on the shaak ti vm that there is not into the shaakti model of ey4 and also, the textures are different and named with different name. finally, the model.glm have different size: 194 the femshaakti and 172 the shaakti vm. Download escape from yavin 4 the lost map by filefront and you can get the model of shaak ti of the ey4 mod by the pk of the mod. is named "femshaakti" it's an oldest model, and with a minor lod and textures. and with that, there are 2 models of togruta. really, if someone want make a young togruta model should be really cool.
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mmm i have the EY4. now i download the model of Neomarz and i try. if is different by EY4 model i will see
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Cutie. Well, i like very much Shaak ti character, and i loved how as defended Palpatine by Grievous in the clone wars animated series cartoons in the last episodes. pity the kidnapping was a cheat also, i like the togruta race, and i hope in the next movies of star wars they add almost a cameo, of a dialogue. Pity i am not a modellere, so i cannot help you. A model based on the artwork you posted shoul be really nice. She seems a bounty hunter Cool. .
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After minute 16:12 there is the model i mean
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Mmm, no, it's little different, the model you show now is done really better of the model of escape from yavin 4. try the mod. sure in the credits of the mod there is the name of auctor of the model. the escape from yavin 4 model haven't labial and facial animation. that is rigged really better! Congratulation to Neomarz!!!
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mmm, there is a nice model of Shaak Ti and some togrutas fighter (but they use the same models, just NPC with weapons and sbhooter AI ) of togruta on the mod Escape from Yavin 4 the lost maps.
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without code hacking, you need just to add the spawnscript to the NPC and set in the spawnscript SET_ALT_FIRE, true. also, you can check code part about the set_alt_fire of icarus for see how is working the declaration and the "altfire" parametrer of NPC files for see what's is of wrong. altfire NPC however work well for saberist. if you use on saberist with saberthrow, they ever fight throwing the saber. if the saber is not throwable, they execute the Special kata and take kicks, if they rank is upper of lt. but , yes, not work on shooters class, i not know why. :S
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From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
CG_weapons -
From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
CG PLAYERS (i used the same syntax of force drain for force lightning, too. ) THE FORCE DRAIN if ( cent->gent->client->ps.forcePowersActive&(1<<FP_DRAIN) && cent->gent->client->ps.forceDrainEntityNum >= ENTITYNUM_WORLD ) {//doing the draining and not on a single person vec3_t tAng, fxDir; VectorCopy( cent->lerpAngles, tAng ); if ( cent->gent->client->ps.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_2 ) {//arc vec3_t fxAxis[3]; AnglesToAxis( tAng, fxAxis ); /* theFxScheduler.PlayEffect( cgs.effects.forceDrainWide, cent->gent->client->renderInfo.handLPoint, fxAxis );*/ if ( cent->gent->client->NPC_class == CLASS_REELO || cent->gent->client->NPC_class == CLASS_PROBE || cent->gent->client->NPC_class == CLASS_RANCOR || cent->gent->client->NPC_class == CLASS_LUKE || cent->gent->client->NPC_class == CLASS_MOUSE || cent->gent->client->NPC_class == CLASS_JAWA || cent->gent->client->NPC_class == CLASS_ATST || cent->gent->client->NPC_class == CLASS_SAND_CREATURE || cent->gent->client->NPC_class == CLASS_ROCKETTROOPER || cent->gent->client->NPC_class == CLASS_ASSASSIN_DROID ) { G_PlayEffect( G_EffectIndex( "mp/drainwide2" ), cent->gent->client->renderInfo.handLPoint, fxAxis ); G_PlayEffect( G_EffectIndex( "mp/drainhit2" ), cent->gent->client->renderInfo.handLPoint, fxAxis ); } else if ( cent->gent->client->NPC_class == CLASS_JEDI ) { G_PlayEffect( G_EffectIndex( "mp/drainwide2" ), cent->gent->client->renderInfo.handLPoint, fxAxis ); G_PlayEffect( G_EffectIndex( "mp/drainhit2" ), cent->gent->client->renderInfo.handLPoint, fxAxis ); } else if ( cent->gent->client->NPC_class == CLASS_KYLE || cent->gent->client->NPC_class == CLASS_REBORN || cent->gent->client->NPC_class == CLASS_TUSKEN || cent->gent->client->NPC_class == CLASS_GLIDER || cent->gent->client->NPC_class == CLASS_NOGHRI || cent->gent->client->NPC_class == CLASS_FLIER2 || cent->gent->client->NPC_class == CLASS_WEEQUAY || cent->gent->client->NPC_class == CLASS_LIZARD || cent->gent->client->NPC_class == CLASS_SWAMPTROOPER || cent->gent->client->NPC_class == CLASS_FISH || cent->gent->client->NPC_class == CLASS_NOGHRI || cent->gent->client->NPC_class == CLASS_FLIER2 || cent->gent->client->NPC_class == CLASS_GRAN || cent->gent->client->NPC_class == CLASS_CLAW || cent->gent->client->NPC_class == CLASS_MONMOTHA || cent->gent->client->NPC_class == CLASS_ALORA || cent->gent->client->NPC_class == CLASS_SWAMP || cent->gent->client->NPC_class == CLASS_INTERROGATOR ) { G_PlayEffect( G_EffectIndex( "mp/drainwide" ), cent->gent->client->renderInfo.handLPoint, fxAxis ); /*G_PlayEffect( G_EffectIndex( "mp/drainhit" ), cent->gent->client->renderInfo.handLPoint, fxAxis );*/ } else if ( cent->gent->client->NPC_class == CLASS_MURJJ || cent->gent->client->NPC_class == CLASS_COMMANDO || cent->gent->client->NPC_class == CLASS_PRISONER || cent->gent->client->NPC_class == CLASS_REBEL || cent->gent->client->NPC_class == CLASS_BESPIN_COP || cent->gent->client->NPC_class == CLASS_SABOTEUR || cent->gent->client->NPC_class == CLASS_SHADOWTROOPER || cent->gent->client->NPC_class == CLASS_STORMTROOPER || cent->gent->client->NPC_class == CLASS_SWAMP || cent->gent->client->NPC_class == CLASS_FISH || cent->gent->client->NPC_class == CLASS_TRANDOSHAN || cent->gent->client->NPC_class == CLASS_SWAMP || cent->gent->client->NPC_class == CLASS_IMPERIAL || cent->gent->client->NPC_class == CLASS_IMPWORKER || cent->gent->client->NPC_class == CLASS_JAN || cent->gent->client->NPC_class == CLASS_LANDO || cent->gent->client->NPC_class == CLASS_GALAK || cent->gent->client->NPC_class == CLASS_RODIAN || cent->gent->client->NPC_class == CLASS_SABER_DROID || cent->gent->client->NPC_class == CLASS_PROTOCOL || cent->gent->client->NPC_class == CLASS_HAZARD_TROOPER || cent->gent->client->NPC_class == CLASS_GALAKMECH || cent->gent->client->NPC_class == CLASS_BARTENDER || cent->gent->client->NPC_class == CLASS_GONK || cent->gent->client->NPC_class == CLASS_R2D2 || cent->gent->client->NPC_class == CLASS_R5D2 || cent->gent->client->NPC_class == CLASS_MARK1 || cent->gent->client->NPC_class == CLASS_MARK2 || cent->gent->client->NPC_class == CLASS_HOWLER || cent->gent->client->NPC_class == CLASS_SEEKER || cent->gent->client->NPC_class == CLASS_SENTRY || cent->gent->client->NPC_class == CLASS_REMOTE ) { G_PlayEffect( G_EffectIndex( "mp/drainwide3" ), cent->gent->client->renderInfo.handLPoint, fxAxis ); G_PlayEffect( G_EffectIndex( "mp/drainhit3" ), cent->gent->client->renderInfo.handLPoint, fxAxis ); } else if ( cent->gent->client->NPC_class == CLASS_MORGANKATARN || cent->gent->client->NPC_class == CLASS_MINEMONSTER || cent->gent->client->NPC_class == CLASS_BOBAFETT || cent->gent->client->NPC_class == CLASS_WAMPA ) { G_PlayEffect( G_EffectIndex( "mp/drainwide4" ), cent->gent->client->renderInfo.handLPoint, fxAxis ); G_PlayEffect( G_EffectIndex( "mp/drainhit4" ), cent->gent->client->renderInfo.handLPoint, fxAxis ); } else if ( cent->gent->client->NPC_class == CLASS_TAVION || cent->gent->client->NPC_class == CLASS_DESANN ) { G_PlayEffect( G_EffectIndex( "mp/drainwide5" ), cent->gent->client->renderInfo.handLPoint, fxAxis ); G_PlayEffect( G_EffectIndex( "mp/drainhit5" ), cent->gent->client->renderInfo.handLPoint, fxAxis ); } } else {//line AngleVectors( tAng, fxDir, NULL, NULL ); /*theFxScheduler.PlayEffect( cgs.effects.forceDrain, cent->gent->client->renderInfo.handLPoint, fxDir );*/ if ( cent->gent->client->NPC_class == CLASS_REELO || cent->gent->client->NPC_class == CLASS_PROBE|| cent->gent->client->NPC_class == CLASS_RANCOR || cent->gent->client->NPC_class == CLASS_LUKE || cent->gent->client->NPC_class == CLASS_MOUSE || cent->gent->client->NPC_class == CLASS_JAWA || cent->gent->client->NPC_class == CLASS_ATST || cent->gent->client->NPC_class == CLASS_SAND_CREATURE || cent->gent->client->NPC_class == CLASS_ROCKETTROOPER || cent->gent->client->NPC_class == CLASS_ASSASSIN_DROID || cent->gent->client->NPC_class == CLASS_GLIDER || cent->gent->client->NPC_class == CLASS_TUSKEN || cent->gent->client->NPC_class == CLASS_FISH || cent->gent->client->NPC_class == CLASS_LIZARD || cent->gent->client->NPC_class == CLASS_FLIER2 ) { G_PlayEffect( G_EffectIndex( "mp/drain2" ), cent->gent->client->renderInfo.handLPoint, fxDir ); G_PlayEffect( G_EffectIndex( "mp/drainhit2" ), cent->gent->client->renderInfo.handLPoint, fxDir ); } else if ( cent->gent->client->NPC_class == CLASS_JEDI ) { G_PlayEffect( G_EffectIndex( "mp/drain2" ), cent->gent->client->renderInfo.handLPoint, fxDir ); G_PlayEffect( G_EffectIndex( "mp/drainhit2" ), cent->gent->client->renderInfo.handLPoint, fxDir ); } else if ( cent->gent->client->NPC_class == CLASS_KYLE || cent->gent->client->NPC_class == CLASS_REBORN || cent->gent->client->NPC_class == CLASS_TUSKEN || cent->gent->client->NPC_class == CLASS_NOGHRI || cent->gent->client->NPC_class == CLASS_WEEQUAY || cent->gent->client->NPC_class == CLASS_SWAMPTROOPER || cent->gent->client->NPC_class == CLASS_GRAN || cent->gent->client->NPC_class == CLASS_MONMOTHA || cent->gent->client->NPC_class == CLASS_ALORA || cent->gent->client->NPC_class == CLASS_SWAMP || cent->gent->client->NPC_class == CLASS_INTERROGATOR ) { G_PlayEffect( G_EffectIndex( "mp/drain" ), cent->gent->client->renderInfo.handLPoint, fxDir ); /*G_PlayEffect( G_EffectIndex( "mp/drainhit" ), cent->gent->client->renderInfo.handLPoint, fxDir );*/ } else if ( cent->gent->client->NPC_class == CLASS_MURJJ || cent->gent->client->NPC_class == CLASS_COMMANDO || cent->gent->client->NPC_class == CLASS_PRISONER || cent->gent->client->NPC_class == CLASS_REBEL || cent->gent->client->NPC_class == CLASS_BESPIN_COP || cent->gent->client->NPC_class == CLASS_SABOTEUR || cent->gent->client->NPC_class == CLASS_SHADOWTROOPER || cent->gent->client->NPC_class == CLASS_STORMTROOPER || cent->gent->client->NPC_class == CLASS_SWAMP || cent->gent->client->NPC_class == CLASS_FISH || cent->gent->client->NPC_class == CLASS_TRANDOSHAN || cent->gent->client->NPC_class == CLASS_SWAMP || cent->gent->client->NPC_class == CLASS_IMPERIAL || cent->gent->client->NPC_class == CLASS_IMPWORKER || cent->gent->client->NPC_class == CLASS_JAN || cent->gent->client->NPC_class == CLASS_LANDO || cent->gent->client->NPC_class == CLASS_GALAK || cent->gent->client->NPC_class == CLASS_RODIAN || cent->gent->client->NPC_class == CLASS_SABER_DROID || cent->gent->client->NPC_class == CLASS_PROTOCOL || cent->gent->client->NPC_class == CLASS_HAZARD_TROOPER || cent->gent->client->NPC_class == CLASS_GALAKMECH || cent->gent->client->NPC_class == CLASS_BARTENDER || cent->gent->client->NPC_class == CLASS_GONK || cent->gent->client->NPC_class == CLASS_R2D2 || cent->gent->client->NPC_class == CLASS_R5D2 || cent->gent->client->NPC_class == CLASS_MARK1 || cent->gent->client->NPC_class == CLASS_MARK2 || cent->gent->client->NPC_class == CLASS_HOWLER || cent->gent->client->NPC_class == CLASS_SEEKER || cent->gent->client->NPC_class == CLASS_SENTRY || cent->gent->client->NPC_class == CLASS_REMOTE ) { G_PlayEffect( G_EffectIndex( "mp/drain3" ), cent->gent->client->renderInfo.handLPoint, fxDir ); G_PlayEffect( G_EffectIndex( "mp/drainhit3" ), cent->gent->client->renderInfo.handLPoint, fxDir ); } else if ( cent->gent->client->NPC_class == CLASS_MORGANKATARN || cent->gent->client->NPC_class == CLASS_MINEMONSTER || cent->gent->client->NPC_class == CLASS_BOBAFETT || cent->gent->client->NPC_class == CLASS_WAMPA ) { G_PlayEffect( G_EffectIndex( "mp/drain4" ), cent->gent->client->renderInfo.handLPoint, fxDir ); G_PlayEffect( G_EffectIndex( "mp/drainhit4" ), cent->gent->client->renderInfo.handLPoint, fxDir ); } else if ( cent->gent->client->NPC_class == CLASS_TAVION || cent->gent->client->NPC_class == CLASS_DESANN ) { G_PlayEffect( G_EffectIndex( "mp/drain5" ), cent->gent->client->renderInfo.handLPoint, fxDir ); G_PlayEffect( G_EffectIndex( "mp/drainhit5" ), cent->gent->client->renderInfo.handLPoint, fxDir ); } } } WP_SABER RAGE case FP_RAGE: //duration is always 5 seconds, player time duration = ceil(FORCE_RAGE_DURATION*forceSpeedValue[self->client->ps.forcePowerLevel[FP_RAGE]-1]);//FIXME: because the timescale scales down (not instant), this doesn't end up being exactly right... self->client->ps.forcePowersActive |= ( 1 << forcePower ); /*G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/rage.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/rageloop.wav" );*/ if ( self->chestBolt != -1 ) { /*if (self->client->NPC_class==CLASS_WAMPA) { G_PlayEffect( G_EffectIndex( "force/fear" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); }*/ //The rage efx aura change by user class.. // Vampires usano la classica furia if (self->client->NPC_class == CLASS_REBORN || self->client->NPC_class == CLASS_ALORA || self->client->NPC_class == CLASS_KYLE || self->client->NPC_class == CLASS_TUSKEN || self->client->NPC_class == CLASS_GLIDER || self->client->NPC_class == CLASS_NOGHRI || self->client->NPC_class == CLASS_FLIER2 || self->client->NPC_class == CLASS_WEEQUAY || self->client->NPC_class == CLASS_LIZARD || self->client->NPC_class == CLASS_GRAN || self->client->NPC_class == CLASS_CLAW || self->client->NPC_class == CLASS_SWAMPTROOPER || self->client->NPC_class == CLASS_FISH || self->client->NPC_class == CLASS_MONMOTHA ) { G_PlayEffect( G_EffectIndex( "force/rage2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/rage.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/rageloop.wav"); } // Mietitori e Spettri usano un'aura focalizzante else if ( self->client->NPC_class == CLASS_JEDI || self->client->NPC_class == CLASS_ASSASSIN_DROID || self->client->NPC_class == CLASS_LUKE || self->client->NPC_class == CLASS_MOUSE || self->client->NPC_class == CLASS_JAWA || self->client->NPC_class == CLASS_RANCOR || self->client->NPC_class == CLASS_PROBE || self->client->NPC_class == CLASS_REELO ) { G_PlayEffect( G_EffectIndex( "force/trance" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/trance.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/tranceloop.wav"); } // Demoni else if ( self->client->NPC_class == CLASS_MORGANKATARN || self->client->NPC_class == CLASS_BOBAFETT || self->client->NPC_class == CLASS_WAMPA ) { G_PlayEffect( G_EffectIndex( "force/fear" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/fear.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/fearloop.wav"); } // Hylden resistance to telekinesis else if ( self->client->NPC_class == CLASS_TAVION || self->client->NPC_class == CLASS_DESANN ) { G_PlayEffect( G_EffectIndex( "force/tkshield" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/tkshield.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/tkshieldloop.wav"); } // The Elder God Shield hitself for shoots energy buster else if ( self->client->NPC_class == CLASS_ATST || self->client->NPC_class == CLASS_SAND_CREATURE ) { G_PlayEffect( G_EffectIndex( "force/eldershield" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/eldershield.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/eldershieldloop.wav"); } // Human and Mortal Creatures the berserk of the vampire slayers of defiance. else if ( self->client->NPC_class == CLASS_PRISONER || self->client->NPC_class == CLASS_RODIAN || self->client->NPC_class == CLASS_LANDO || self->client->NPC_class == CLASS_GALAK || self->client->NPC_class == CLASS_INTERROGATOR || self->client->NPC_class == CLASS_TRANDOSHAN || self->client->NPC_class == CLASS_SWAMP ) { G_PlayEffect( G_EffectIndex( "force/runeshield" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/runeshield.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/runeshieldloop.wav"); } // The Sarafan Wizard protect itself with a rune shield! else if ( self->client->NPC_class == CLASS_JAN || self->client->NPC_class == CLASS_BESPIN_COP || self->client->NPC_class == CLASS_STORMTROOPER || self->client->NPC_class == CLASS_IMPWORKER || self->client->NPC_class == CLASS_IMPERIAL || self->client->NPC_class == CLASS_REBEL ) { G_PlayEffect( G_EffectIndex( "force/berserk" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/berserk.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/berserkloop.wav"); } // Artifact and elemental creatures else if ( self->client->NPC_class == CLASS_R2D2 || self->client->NPC_class == CLASS_R5D2 || self->client->NPC_class == CLASS_MARK1 || self->client->NPC_class == CLASS_MARK2 || self->client->NPC_class == CLASS_REMOTE || self->client->NPC_class == CLASS_SEEKER || self->client->NPC_class == CLASS_SENTRY ) { G_PlayEffect( G_EffectIndex( "force/rage2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/rage.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/rageloop.wav"); } else if ( self->client->NPC_class == CLASS_SABOTEUR || self->client->NPC_class == CLASS_SHADOWTROOPER ) { G_PlayEffect( G_EffectIndex( "force/berserk" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/berserk.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/berserkloop.wav"); } else if ( self->client->NPC_class == CLASS_HAZARD_TROOPER ) { G_PlayEffect( G_EffectIndex( "force/rage2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/rage.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/rageloop.wav"); } else if ( self->client->NPC_class == CLASS_SABER_DROID || self->client->NPC_class == CLASS_PROTOCOL ) { G_PlayEffect( G_EffectIndex( "force/eldershield" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/eldershield.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/eldershieldloop.wav"); } else if ( self->client->NPC_class == CLASS_ROCKETTROOPER ) { G_PlayEffect( G_EffectIndex( "force/trance" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/trance.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/tranceloop.wav"); } else if ( self->client->NPC_class == CLASS_BARTENDER || self->client->NPC_class == CLASS_GALAKMECH ) { G_PlayEffect( G_EffectIndex( "force/trance" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/trance.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/tranceloop.wav"); } else if ( self->client->NPC_class == CLASS_GONK ) { G_PlayEffect( G_EffectIndex( "force/fear" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue ); G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/fear.mp3" ); self->s.loopSound = G_SoundIndex( "sound/weapons/force/fearloop.wav"); } } break; HEAL void WP_StartForceHealEffects( gentity_t *self ) { if ( self->ghoul2.size() ) { if ( self->chestBolt != -1 ) { /*G_PlayEffect( G_EffectIndex( "force/heal2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );*/ //The Heal efx aura change by user class.. // Vampires usano la rigenerazione if (self->client->NPC_class == CLASS_REBORN || self->client->NPC_class == CLASS_ALORA || self->client->NPC_class == CLASS_KYLE || self->client->NPC_class == CLASS_TUSKEN || self->client->NPC_class == CLASS_GLIDER || self->client->NPC_class == CLASS_NOGHRI || self->client->NPC_class == CLASS_FLIER2 || self->client->NPC_class == CLASS_WEEQUAY || self->client->NPC_class == CLASS_LIZARD || self->client->NPC_class == CLASS_GRAN || self->client->NPC_class == CLASS_CLAW || self->client->NPC_class == CLASS_SWAMPTROOPER || self->client->NPC_class == CLASS_FISH || self->client->NPC_class == CLASS_MONMOTHA ) { G_PlayEffect( G_EffectIndex( "force/healv" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } // Mietitori e Spettri divorano l'anima else if ( self->client->NPC_class == CLASS_JEDI || self->client->NPC_class == CLASS_ASSASSIN_DROID || self->client->NPC_class == CLASS_RANCOR || self->client->NPC_class == CLASS_LUKE || self->client->NPC_class == CLASS_MOUSE || self->client->NPC_class == CLASS_JAWA || self->client->NPC_class == CLASS_PROBE || self->client->NPC_class == CLASS_REELO ) { G_PlayEffect( G_EffectIndex( "force/heal2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } // rigenerazione dei Demoni else if ( self->client->NPC_class == CLASS_MORGANKATARN || self->client->NPC_class == CLASS_BOBAFETT || self->client->NPC_class == CLASS_WAMPA ) { G_PlayEffect( G_EffectIndex( "force/heald" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } // rigenerazione degli Hylden else if ( self->client->NPC_class == CLASS_TAVION || self->client->NPC_class == CLASS_DESANN ) { G_PlayEffect( G_EffectIndex( "force/healh" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } // The Elder God usa la rigenerazione demoniaca come effetto else if ( self->client->NPC_class == CLASS_ATST || self->client->NPC_class == CLASS_SAND_CREATURE || self->client->NPC_class == CLASS_HOWLER ) { G_PlayEffect( G_EffectIndex( "force/heald" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } // Umani e sarafan usano la magia bianca per curarsi. else if ( self->client->NPC_class == CLASS_PRISONER || self->client->NPC_class == CLASS_BESPIN_COP || self->client->NPC_class == CLASS_RODIAN || self->client->NPC_class == CLASS_LANDO || self->client->NPC_class == CLASS_GALAK || self->client->NPC_class == CLASS_JAN || self->client->NPC_class == CLASS_STORMTROOPER || self->client->NPC_class == CLASS_IMPWORKER || self->client->NPC_class == CLASS_IMPERIAL || self->client->NPC_class == CLASS_REBEL || self->client->NPC_class == CLASS_INTERROGATOR || self->client->NPC_class == CLASS_TRANDOSHAN || self->client->NPC_class == CLASS_SWAMP ) { G_PlayEffect( G_EffectIndex( "force/heals" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } // Magia rigenerante elementale dei Golem l'effetto cambia a seconda dell'elemento del golem else if ( self->client->NPC_class == CLASS_R2D2 || self->client->NPC_class == CLASS_R5D2 || self->client->NPC_class == CLASS_MARK1 || self->client->NPC_class == CLASS_MARK2 || self->client->NPC_class == CLASS_REMOTE || self->client->NPC_class == CLASS_SEEKER || self->client->NPC_class == CLASS_SENTRY ) { G_PlayEffect( G_EffectIndex( "force/healm" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } else if ( self->client->NPC_class == CLASS_SABOTEUR || self->client->NPC_class == CLASS_SHADOWTROOPER ) { G_PlayEffect( G_EffectIndex( "force/heals" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } else if ( self->client->NPC_class == CLASS_HAZARD_TROOPER ) { G_PlayEffect( G_EffectIndex( "force/heald" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } else if ( self->client->NPC_class == CLASS_SABER_DROID || self->client->NPC_class == CLASS_PROTOCOL ) { G_PlayEffect( G_EffectIndex( "force/healm" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } else if ( self->client->NPC_class == CLASS_ROCKETTROOPER ) { G_PlayEffect( G_EffectIndex( "force/heal2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } else if ( self->client->NPC_class == CLASS_BARTENDER || self->client->NPC_class == CLASS_GALAKMECH ) { G_PlayEffect( G_EffectIndex( "force/heals" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } else if ( self->client->NPC_class == CLASS_GONK ) { G_PlayEffect( G_EffectIndex( "force/healm" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } /* if ( self->headBolt != -1 ) { G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->headBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } if ( self->cervicalBolt != -1 ) { G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->cervicalBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } if ( self->chestBolt != -1 ) { G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } if ( self->gutBolt != -1 ) { G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->gutBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } if ( self->kneeLBolt != -1 ) { G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->kneeLBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } if ( self->kneeRBolt != -1 ) { G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->kneeRBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } if ( self->elbowLBolt != -1 ) { G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->elbowLBolt, self->s.number, self->currentOrigin, 3000, qtrue ); } if ( self->elbowRBolt != -1 ) { G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->elbowRBolt, self->s.number, self->currentOrigin, 3000, qtrue ); */ } } } -
From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
the same of the force effect rage. Cgmedia // Stored FX handles //-------------------- typedef struct { // BRYAR PISTOL fxHandle_t bryarShotEffect; fxHandle_t bryarPowerupShotEffect; fxHandle_t bryarWallImpactEffect; fxHandle_t bryarWallImpactEffect2; fxHandle_t bryarWallImpactEffect3; fxHandle_t bryarFleshImpactEffect; // BLASTER fxHandle_t blasterShotEffect; fxHandle_t blasterOverchargeEffect; fxHandle_t blasterWallImpactEffect; fxHandle_t blasterFleshImpactEffect; // BOWCASTER fxHandle_t bowcasterShotEffect; fxHandle_t bowcasterBounceEffect; fxHandle_t bowcasterImpactEffect; // FLECHETTE fxHandle_t flechetteShotEffect; fxHandle_t flechetteAltShotEffect; fxHandle_t flechetteShotDeathEffect; fxHandle_t flechetteFleshImpactEffect; fxHandle_t flechetteRicochetEffect; //FORCE BEHAVOUR STATES EFFECTS // Stunning fxHandle_t forceConfusion; /* // Trapped fxHandle_t forceWebbed; // Control of Undead fxHandle_t forceSpirithWrack; // Poisoned fxHandle_t forcePoisoned; // Hylden Corruption fxHandle_t forceCorruption; // cura fxHandle_t forceHealing; // Nature attack fxHandle_t forceNature; // Darkness fxHandle_t forceBlind; // Light fxHandle_t forceFlash; // Sunburst fxHandle_t forceSunlight; // Fire fxHandle_t forceBurn; // Fog blinding fxHandle_t forceFogblind; // Storm fxHandle_t forceStorm; // Smog and void fxHandle_t forceGasp; // Freezing fxHandle_t forceFrost; // Stoning fxHandle_t forceRock; // Sonic fxHandle_t forceSonicstun; // Astral Gravity fxHandle_t forceGravity; // InspireHate fxHandle_t forceHate; // Force Fear fxHandle_t forceFear2; // Acid \ font of putrescense fxHandle_t forceMud; // Time effect fxHandle_t forceSlowtime;*/ // Arcane attack // Electric fxHandle_t forceLightning; fxHandle_t forceLightningWide; /*// Zephonim spiderweb fxHandle_t forceWeb; fxHandle_t forceWebwide; // Driel Kan Necromantic Fire fxHandle_t forceNecro; fxHandle_t forceNecrowide; // Poison gas fxHandle_t forcePoison; fxHandle_t forcePoisonwide; // Hell Fire fxHandle_t forceHell; fxHandle_t forceHellwide; // Hylden Fire fxHandle_t forceHylden; fxHandle_t forceHyldenwide; // Hylden lightnings fxHandle_t forceGreenLightning; fxHandle_t forceGreenLightningwide; // Ghost reverberus fxHandle_t forceGhost; fxHandle_t forceGhostwide; // Darkness fxHandle_t forceDark; fxHandle_t forceDarkwide; // Lightning fxHandle_t forceYellowLightning; fxHandle_t forceYellowLightningwide; // Sunburst fxHandle_t forceBurst; fxHandle_t forceBurstwide; // Flames fxHandle_t forceFire; fxHandle_t forceFirewide; // Wind fxHandle_t forceWind; fxHandle_t forceWindwide; // Water fxHandle_t forceWater; fxHandle_t forceWaterwide; // Magma fxHandle_t forceLava; fxHandle_t forceLavawide; // Ice fxHandle_t forceIce; fxHandle_t forceIcewide; // Stone Breath fxHandle_t forceStone; fxHandle_t forceStonewide; // Sonic Wave fxHandle_t forceSonic; fxHandle_t forceSonicwide; // Astral \ Dimension fxHandle_t forceAstral; fxHandle_t forceAstralwide; // Defiance vampire hunter fireball fxHandle_t forceFireball; fxHandle_t forceFireballwide; // Sarafan Cleric Fire fxHandle_t forceFirewhite; fxHandle_t forceFirewhitewide; // Asgarath holly fireb fxHandle_t forceHollyfire; fxHandle_t forceHollyfirewide; // Holly fxHandle_t forceHolly; fxHandle_t forceHollywide; // Life \ Nature Breath fxHandle_t forceLife; fxHandle_t forceLifewide; // Death skull fire fxHandle_t forceSkull; fxHandle_t forceSkullwide; // Acid \ font of putrescense fxHandle_t forceAcid; fxHandle_t forceAcidwide; // Time aura fxHandle_t forceTime; fxHandle_t forceTimewide; // Stunning attack of Mentalist fxHandle_t forceStun; fxHandle_t forceStunwide; // Force Crystal fxHandle_t forceCrystal; fxHandle_t forceCrystalwide;*/ //fxHandle_t forceInvincibility; fxHandle_t forceHeal; /*fxHandle_t forceHeal2; fxHandle_t forceHeal3; fxHandle_t forceHeal4; fxHandle_t forceHeal5; fxHandle_t forceHeal6; /* // the Rages effects new fxHandle_t forceFear;*/ fxHandle_t forceRage; /*fxHandle_t forceTrance; fxHandle_t forceTkshield; fxHandle_t forceBerserk; fxHandle_t forceElder;*/ //new stuff for Jedi Academy /*fxHandle_t forceDrain; fxHandle_t forceDrainWide; fxHandle_t forceDrained;*/ /*fxHandle_t forceSouldrain; fxHandle_t forceSouldrainwide; fxHandle_t forceSouldrained; fxHandle_t forceHyldendrain; fxHandle_t forceHyldendrainwide; fxHandle_t forceHyldendrained; fxHandle_t forceNecrodrain; fxHandle_t forceNecrodrainwide; fxHandle_t forceNecrodrained; fxHandle_t forceHelldrain; fxHandle_t forceHelldrainwide; fxHandle_t forceHelldrained;*/ //footstep effects fxHandle_t footstepMud; fxHandle_t footstepSand; fxHandle_t footstepSnow; fxHandle_t footstepGravel; //landing effects fxHandle_t landingMud; fxHandle_t landingSand; fxHandle_t landingDirt; fxHandle_t landingSnow; fxHandle_t landingGravel; } cgEffects_t;Cg_Weapons