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Everything posted by Asgarath83
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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 -
Works only for saberist. it's really strange. for that motivation i asked to @@eezstreet to improve the sniper code AI also for other classes. :\
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From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
for me it's working without problem. register sound and effect is not necessary for play an effect, and to me has got a large amount of issue. with Gplay in my coide work. with Fxscheduler not work. i not know why but for some strange reason registering effect on cg_weapons on fxscheduler cause trouble to effects visualizzation. i show that issue also to @@ent and @@ensiform . also , i know that a not precached sound \ efx increase the time of loading of mod and maps. and also that is not tecnically correct, but for me it works. O.o -
I have also a suggest: only with scripting is possible for NPCfor use altfire. i ask that NPC with higher rank can use Altfire of his weapons and switch hit to main fire in random mode. that can be done by ltjg for 10% altfire shoot lt 20% ltcomm 30% commander 40% and captain 50% of altfiring. that's allow to NPC with shooting gun to be really more dangeorus so, if player encounter >Lt NPC ranked they can use some harsh attack against you. a captain NPC with a concussion is really deadly becase can shot the explsive primary shot or the alt fire burst ray at 50% of possibility. a rocketrooper can alternate fast forward rocket to seeker rocket, like bobafett, AI, a trooper with repeater can shoot the explosive bolt attack. a tropp with flechette the explosive alt fire flechette atk and so Away. the way for making that is the same of the Sniper code, but applied to all weapons based on rank of NPC. it's possible to make also that? maybe in future? @@eezstreet
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It's a great project , but i am not interessed sorry. :\ also, i can understand a mod \ expanssion conversion for continue the story of another game, but if the story is of another game why duplicate the game in JKA? O.o example, i am working on a Legacy of Kain mod conversion, but i am working for the story, to a sequel of the LOK, not to the aDefiacne remake with JKA, understood?
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From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
Ah yes... that problem. i got too. for some unknown reason (i ask aslo on Jacoders to @@ent about that ) rregistering and playing and efx on theFxScheduler can cause that issue. i registered and played with fxscheduler dozens of effect only for see... nothing! XD all effects of blades, projectile of weapons and force power disapperead! And at the end of a long debug, i see that the cause of the problem is theFxscheduler itself. how to fix: 1 On cgweapons: put thefxscheduler after case WP_SABER into /* */ so they are green and code not read. 2: on FxDestruction.cpp. Replace that: "theFxScheduler.PlayEffect( "force/destruction", cent->lerpOrigin, forward );" with "G_PlayEffect( "force/destruction", cent->lerpOrigin, forward );" that "theFxScheduler.PlayEffect( "force/destruction_explode", origin, normal );" with "G_PlayEffect( "force/destruction_explode", origin, normal );" and that "theFxScheduler.PlayEffect( "force/destruction_explode", origin, normal );" with "G_PlayEffect( "force/destruction_explode", origin, normal );" Now should work, i hope. with my force power this method works for drain, lightning, rage, heal, telepathy. @@JediBantha -
From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
mmm, i got a similar problem after i have registereed the new effect of my force effects and i used theFXscheduler for play the effects. try with the Gplayeffect and the address of the effect of projectile. Please post the code about the show of the destruction shot efx projectile. maybe i have an idea of what is wrong, beucase i get the same error with all my effects after i edited and register new effect with force lightning. the other weapons effects and blade effects of the saber and the other weapons shooted by the enemy works fine? or also they not show the efx? -
From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
exactly where is the problem? can you post a screenshot about force projectile taken by ingame SP? So we can see what's is wrong and help you better. If is a code issue, i cannot help you. the shader \ lighting \ glowing code of the weapons it's not my knowledge field. -
From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
I think i had misunderstood what you want. you want the effect glowing and emit lighting right? in that case, there are two ways. fast way: you can apply a flash light primitive into the efect of the projectile with same amount of duration second of the fire, and the corrispondent color and intensity. you can set color, intensity and duration of the flash light,. you can make a light that follow the effect because the light itself is part of effect. i not use much this method because you need to be really carefyulll. dynamic light can be... evil for eyes and stress the sight. otherwise, that's kind of effect are dangerous for people witih epilessy and photosensibility. i am very sensible to that0s thing and also if i make spetactular effect for my mod, i avoid ever to use the Light primitives. the other way is to make other 3 sprites for the shader: example 1 copy and rename: gfx/effects/fire2 gfx/effects/fire3 gfx/effects/fire4 in gfx/effects/firedestruction2 \ 3 \ 4 2 make a shader file for the new sprites that setting the glow and and light color and lightintensity for the new fire effect, you can use the paramter of the lightsaber shader + the lightning effect and color shader paramter of a shader of a sky with sun. 3: edit the efx of projectile for replace fire2,3,4 with firedestruction2,3 and 4. now you have your glowing effect. -
looking someone interested in put obi wan v2 from cw into jk
Asgarath83 replied to itachisen's topic in Modding Assistance
Mmm, i see on screenshot i need to rerooting legs position of model, they are in the wrong pose! O.o just for question: it's an HD model? there is some mesh with more of 1000 vertexes? -
looking someone interested in put obi wan v2 from cw into jk
Asgarath83 replied to itachisen's topic in Modding Assistance
mmmmm, if it is for making happy a child and is not for a large distribution, i not see nothing of bad I have a model to rig, but first i need to end the sonirization of the new force effects powers for my mod, i neet again to make sounds of new lightning, drain, heal, rage efx. after i can do that when i am making a rig of a model for my mod. Otherwise, it's special case. i not make easily this favours. And keep for you the working model okay? -
looking someone interested in put obi wan v2 from cw into jk
Asgarath83 replied to itachisen's topic in Modding Assistance
It's like making a song using parts of other songs. you need permission of author for making distribuons of that things, if you want to do that, if it's for personal use i think it's okay, but cannot be published here. -
From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
Okay, i checked on effectEd and as effect is okay, also nice, well done. i checked on my mod replacing the concussion projectile with the your and shooting and i not see glowing effects or strange flashes. so there are 3 possibility: - a code issue about projectile fx parameters of lighting - remove the weapon.dat vale about missilelight (that's set the intensity of lighting of missile) - check the shaders of the fire, and other sprites, for avoid there are some "glow" paremeter on the primitives. mmmm strange idea but... i have a suspect: if the your projectiles is shooted by saber and destruction is builded on the saber code, (i have understand that, maybe i am wrong) well, for same strange issue of the code, is possible the concussion effect are taking the glowing of the lightsabers blade O.o -
From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
well, i not know the code, but i know the efx files. can you post the contain of Efx file of the projectile in spoiler? -
is surely a problem of tag position, for fix, need to move the bolt_l_hand a lot into the model. i know for experience this kind of issues. the problem is: without original Max \ softimage project file of model, need to remake all the rigging, that's is very annoying and result can be little different by original.
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From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
Reduce MissileLight value to 25 -
From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
Maybe is the shader that's is setted as glow? can you past here the efx. file of muzzle flash, projectile and impact of destruction? i am not a good coder, but i know a lot the effects. -
From Concussion to Destruction (Help)
Asgarath83 replied to JediBantha's topic in Coding and Scripts
when i edited and customize sound and effect for the CLASSES of force power, i got same trouble when i got syntaxis error... mmm, no, are not syntaxis. the expression is correct: it's incompatibile with the previus part of the expressiom- for example: if the code is for the "self" , thje istruction too need to be focused on "self" example: self BLABLABLABLABLA if Self->client->Npc_class == CLASS_ALORA blablabla <- this not crash. self BLABLABLABLABLABLA if client->NPC_class == CLASS_ALORA blablabla <- the syntaxis is correct , building not make error,... but in game crashes when using the power with playermodel alora XD be careful. you need the expression and the setting is ever compatible with the declaration. EDIT: LOl sorry, i have not seen an entire page of discussion. :S -
mmm, the banhammer make too many fear , i not like much. the other ideas are not bad
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well, the forum and site is on JKA, the series JK it's on kyle katarn (and jaden in the third) why not? Why not katarn and jaden chibi with lightsabers actives and an happy, large an cute smile?? :3 No no, i was thinking about other: kyle katarn and jaden in combat pose back to back. one looking left, one looking right. Otherwise: Luke that meditate with a PC, visual studio , radiant and softimage\blender\milkshape\3dmax \ whatever graphic edito, open in the monitor XD... or Yoda, maybe.
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Ahahahaha, Mew Sith Lord XD. i have a brazil friend that know everything about pokemons LOL, i not like much the show, instead, but i understand the great works of biological study for define many of skills of thats creatures. XD. Good Luck with model, @@Cerez ... mmm, no, Good Luke with model!
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You can program a NPC shadowtrooper model with CLASS_SWAMPTROOPER. the swamptrooper class CANNOT DROWN and shoul be really fun see cultists with anphibian suite, armored of lightsabes that jump from the water of the lake slashing the noghris. add 2 of that can be sufficient XD
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I agree @@CaptainCrazy not discourage for the troubles. ability come with experience. in my country peoples teel ever: "no one is born learned"