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Asgarath83

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Posts posted by Asgarath83

  1. Hint: i discover an interess thing: you can avoid to set hitsound1-2-3, blocksound1-2-3 and bouncesound1-2-3

    if yu get the sound directly emitted by the Effect of hit, block and bounce. ;)

    You can do this simply Add something like this in your efx file after you making the effect .

     

     

    Sound
    {
        cullrange    150    

        sounds
        [
            sound/weapons/glyph/fireimpactbody2.mp3
            sound/weapons/glyph/fireimpactbody3.mp3
            sound/weapons/glyph/fireimpactbody4.mp3
        ]
    }
     

  2. uh, okay, but before i do that i have another question, because i am sharing my knowledge, but also i am here for learning. so

     

    - it's possible to create 2 special kind of saber:?

    - a saber that making poison and gradual dmg like interrogater droid when hit an enemy.

    - a saber that making a inverse shockwave. i tryed to set the splashknockback on negative values, but is not function.

    there is a way for creating by saber way a "force pull circular wave"? soi enemy can actract all on the player? XD

    should be very fun lol XD )

     

    .

  3. This is a simple tutorial and i hope some admin \ mod can put in the tutorial section.

    That's explain how to make a saber with a shockwave attack when saber hit ground

    and i have an IMPORTANT QUESTION about that: 

     

    okay this is my little tutorial:

    - Need Jedi academy patched to 1.01 version but this is obvious.

    - Make a sword.

    - Make a BladeEffect with effect editor, new sounds, shaders etc etc,.

    Create a sab file like that.

     

    glyph1 <- your name
    {
        name        "Glifo della Forza" <- your own name of the saber
        saberType    SABER_CLAW
        saberModel    "models/weapons2/Glyph1/glyph1.glm" <- your own glm model of the blade.

    // You need to change that's parts with your own sound.
        soundOn        "sound/weapons/glyph/forcedraw.mp3"
        soundLoop    "sound/weapons/glyph/forcecharge.wav"
        soundOff        "sound/weapons/glyph/forcedown.mp3"
        g2MarksShader    "gfx/damage/rivetmark"
        noManualDeactivate 1
        saberStylelearned    dual
        saberStyleForbidden fast
        saberStyleForbidden desann
        saberStyleForbidden tavion
        saberStyleForbidden medium
        saberStyleForbidden strong
        saberStyleForbidden staff
        saberLength    5
        saberRadius    10
        disarmable    0
        NotInMp        1
        throwable    0
        blockEffect    "glyph/forceimpact.efx"
        bladeEffect     "glyph/forcehand.efx"
        hitPersonEffect    "glyph/forceimpactbody.efx"
        hitOtherEffect    "glyph/force.efx" <- this is the shockwave effect
        trailStyle    2
        noClashFlare    1
        noBlade        1
        noDlight    1
        noIdleEffect    1
        oninwater    1
        noWallMarks     1
        BounceOnWalls    1 <- is very important parameter.
        maxChain    0
        kataMove    LS_SPINATTACK_ALORA
        PutAwayAnim    BOTH_ALORA_SPIN_SLASH
        drawAnim    BOTH_ALORA_SPIN_SLASH
        readyAnim    BOTH_SABERDUAL_STANCE
        lungeatkmove    LS_SPINATTACK_ALORA
        jumpatkfwdmove    LS_SPINATTACK_ALORA
        AnimSpeedScale    0.85
        spinSound    "sound/weapons/glyph/forceswing1.mp3"
        swingSound1    "sound/weapons/glyph/forceswing.mp3"
        swingSound2    "sound/weapons/glyph/forceswing2.mp3"
        swingSound3    "sound/weapons/glyph/forceswing3.mp3"
        damagescale    0.1 <- my sword just make repulsing of enemy, but if yu want enemy be damage by hittid yu need simply to change value. 1 is a normal lightsaber dmg.
        knockbackscale    0.5 <- amount of knockback intensity
        splashRadius    750 <- range of knockback in map units
        splashKnockBack    750 <- is a very huge knockback.

        SplashDamage        0 <- yu can set the dmg of shockwave changing this value NOTE: dmg is variable by distance. if yu set 20: enemy close player make 20 Hit point, and enemy more distance make lower damage...
        forcerestrict    FP_PROTECT
        noDismemberment    1
    }

     

    Okay, the effect of this blade is: is a magical effewct, blade has not the Glow of flash so is not visible the energy blade or the traylstale of a lightsaber, i making just a particle effect like bladeeffect

    the blade model is Empty, contain Only the tag_blade1, No other. :P so pratically is simply a tag with an invisible dmg trails.

     

    how work:

    hitting an enemy: the enemy be dmg and stunned.

    hitting a surfaces: the blade smash a shockwave of Force Repulse, something like force unleashed, every time yu hurt a wall or a ground, the blade making that

    NOT WORK with stabbing.

     

    So i ask:

    - how is possible to working this WHEN THE BLADE HIT AN ENEMY. i need... the shockwave. NOT emitted by hit on a wall, but by the Katamove, like A1_SPECIAL, A2_SPECAL etc. animation that yu can do with mouse 1+2 mouse or saber attack + alt attack.

    . it's possible to know how to do that? really, i need for my mod.

    - i supppose is possible to create an animevent.cfg for the model of the character that holding the blade and setting an animation and a frame of the character that make the wave effect.... but this NO product the damage or the knockback. 

    so if someone know how is possible to obtain a shockwave without hitting a wall with a sword, please, can teach me how to do? O.o

     

    Hint: is possible to make a saber that make the shock wave only every a tot amount of enbemy killed example: one shock every ten enemies? i suppose is possible to make a similar thing making 2 version of sab file one with the shockwave and the other with no shockwave parameters. and after making that:

    on start of level: 

     

    Set a script that declayire a value "saberwave"

    set this value on 0

     

    so you make a map, and set every enemy with an deathscript key

    in the deascriprt, the value of saberwave gain +1

     

    so, on the inizial script, you make that's line:

    if "saberwave" value is 10...

    Affect player
    set saber : (name of the saber with the shockwave)

    wait 20000

    set saber (name of the nornal saber without shockwave)

    Set saberwave value count to 0

    and so the cycle can restart. ;)

    result: this script can make that the saber making charging power by the death of the enemies in a Single player battle.

    when enemy killed reach a value,

     

    i can give you an example of a similar working script showing a script of t1_danger that i edited for the mod: is the script of the four item of part of ship to find avoind sandcreature for fixing the ship.

    look how working: pratically when the player find an item, can use some force power until he set item on its place. :)

     

    on the t1_danger weapons1 script:

    declare ( /*@DECLARE_TYPE*/ FLOAT, "fPiecesPlaced" );
    set ( "fPiecesPlaced", "0" );

     

     

    the piece_pickup script:

    //Generated by BehavEd

    rem ( "Picked up one of the ship pieces." );
    sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/interface/pickup_battery.md3" );
    wait ( 1000.000 );
    declare ( /*@DECLARE_TYPE*/ FLOAT, "num" );
    set ( "num", $get( FLOAT, "SET_PARM1")$ );

    affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
    {
        set ( /*@SET_TYPES*/ "SET_COUNT", $get( FLOAT, "num")$ );

        if ( $get( FLOAT, "num")$, $=$, $1$ )
        {
            use ( "piece2_deactivate" );
            use ( "piece3_deactivate" );
            use ( "piece4_deactivate" );
            use ( "activate_return1" );

            task ( "earthdiag" )
            {
                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak010.mp3" );
            }

            dowait ( "earthdiag" );
            set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_PROTECT_FAST" );
            set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 );
            sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/earth_Reaver/earthreaver1.mp3" );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.600 0.000 >, 1.000, 2000 );
            wait ( 2000.000 );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 );
            set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "0" );
            set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );
            set ( /*@SET_TYPES*/ "SET_GRAVITY", 1200.000 );
            set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" );
            set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "3" );
        }


        if ( $get( FLOAT, "num")$, $=$, $2$ )
        {
            use ( "piece1_deactivate" );
            use ( "piece3_deactivate" );
            use ( "piece4_deactivate" );
            use ( "activate_return2" );

            task ( "firediag" )
            {
                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak011.mp3" );
            }

            dowait ( "firediag" );
            sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/fire_Reaver/firereaver1.mp3" );
            set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_RAGE" );
            set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 0.250 0.250 >, 1.000, 2000 );
            wait ( 2000.000 );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 );
            set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "3" );
            set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "3" );
        }


        if ( $get( FLOAT, "num")$, $=$, $3$ )
        {
            use ( "piece1_deactivate" );
            use ( "piece2_deactivate" );
            use ( "piece4_deactivate" );
            use ( "activate_return3" );

            task ( "airdiag" )
            {
                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak012.mp3" );
                wait ( 7000.000 );
                sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/comment6.mp3" );
            }

            dowait ( "airdiag" );
            set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_ALORA_SPIN_THROW" );
            set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 );
            sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/air_Reaver/airreaver1.mp3" );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 1.000 1.000 >, 1.000, 2000 );
            wait ( 2000.000 );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 );
            set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" );
            set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" );
            set ( /*@SET_TYPES*/ "SET_GRAVITY", 450.000 );
        }


        if ( $get( FLOAT, "num")$, $=$, $4$ )
        {
            use ( "piece1_deactivate" );
            use ( "piece2_deactivate" );
            use ( "piece3_deactivate" );
            use ( "activate_return4" );

            task ( "waterdiag" )
            {
                sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak008.mp3" );
            }

            dowait ( "waterdiag" );
            set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_ABSORB" );
            set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 );
            sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/water_Reaver/waterreaver1.mp3" );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 );
            wait ( 2000.000 );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 );
            set ( /*@SET_TYPES*/ "SET_HEALTH", 100 );
            set ( /*@SET_TYPES*/ "SET_ARMOR", 100 );
            set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "3" );
        }

    }
     

    the piece_returned script:

     

    //Generated by BehavEd

    rem ( "Picked up one of the ship pieces." );
    rem ( "The first item." );

    if ( $get( FLOAT, "SET_COUNT")$, $=$, $1$ )
    {
        set ( /*@SET_TYPES*/ "SET_COUNT", 0 );
        use ( "piece1_ship_fake" );
        use ( "piece1_ship_real" );
        use ( "piece2_activate" );
        use ( "piece3_activate" );
        use ( "piece4_activate" );
        set ( "fPiecesPlaced", "+1" );
        set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ1" );
        sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" );
        wait ( 1500.000 );

        affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
        {
            set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_ALORA_SPIN_THROW" );
            set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 );
            sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/speed.mp3" );
            set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 1.000 1.000 >, 1.000, 2000 );
            wait ( 2000.000 );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 );
            set ( /*@SET_TYPES*/ "SET_GRAVITY", 800.000 );
            set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "1" );
            set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" );
            set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "0" );
            use ( "checkpoint" );

            if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ )
            {

                task ( "end1" )
                {
                    rem ( "Have they returned all pieces?" );
                    wait ( 1000.000 );
                    sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" );
                    wait ( 5000.000 );
                    sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" );
                    set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" );
                    set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" );
                    set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" );
                    camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 );
                    wait ( 2500.000 );
                    use ( "end_level" );
                }

                do ( "end1" );
            }

        }

    }

    rem ( "The second item." );

    if ( $get( FLOAT, "SET_COUNT")$, $=$, $2$ )
    {
        set ( /*@SET_TYPES*/ "SET_COUNT", 0 );
        use ( "piece2_ship_fake" );
        use ( "piece2_ship_real" );
        use ( "piece1_activate" );
        use ( "piece3_activate" );
        use ( "piece4_activate" );
        set ( "fPiecesPlaced", "+1" );
        set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ2" );
        sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" );
        wait ( 1500.000 );

        affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
        {
            wait ( 1000.000 );
            sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/absorb.mp3" );
            set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_ABSORB" );
            set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 );
            wait ( 2000.000 );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 );
            set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "0" );
            set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "1" );
            use ( "checkpoint" );

            if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ )
            {
                do ( "end2" );

                task ( "end2" )
                {
                    rem ( "Have they returned all pieces?" );
                    wait ( 1000.000 );
                    sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" );
                    wait ( 5000.000 );
                    set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" );
                    set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" );
                    set ( /*@SET_TYPES*/ "SET_COUNT", $get( FLOAT, "cure")$ );
                    sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" );
                    set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" );
                    camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 );
                    wait ( 2500.000 );
                    use ( "end_level" );
                }

            }

        }

    }

    rem ( "The third item." );

    if ( $get( FLOAT, "SET_COUNT")$, $=$, $3$ )
    {
        set ( /*@SET_TYPES*/ "SET_COUNT", 0 );
        use ( "piece3_ship_fake" );
        use ( "piece3_ship_real" );
        use ( "piece1_activate" );
        use ( "piece2_activate" );
        use ( "piece4_activate" );
        set ( "fPiecesPlaced", "+1" );
        set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ3" );
        sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" );
        wait ( 1500.000 );

        affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
        {
            set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_PROTECT" );
            set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 );
            sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/downpower.mp3" );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 0.000 >, 1.000, 2000 );
            wait ( 2000.000 );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 );
            set ( /*@SET_TYPES*/ "SET_GRAVITY", 800.000 );
            set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "1" );
            set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" );
            use ( "checkpoint" );

            if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ )
            {
                do ( "end3" );

                task ( "end3" )
                {
                    rem ( "Have they returned all pieces?" );
                    wait ( 1000.000 );
                    sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" );
                    wait ( 5000.000 );
                    set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" );
                    set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" );
                    set ( /*@SET_TYPES*/ "SET_GRAVITY", 750.000 );
                    sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" );
                    set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" );
                    camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 );
                    wait ( 2500.000 );
                    use ( "end_level" );
                }

            }

        }

    }

    rem ( "The fourth item." );

    if ( $get( FLOAT, "SET_COUNT")$, $=$, $4$ )
    {
        set ( /*@SET_TYPES*/ "SET_COUNT", 0 );
        use ( "piece4_ship_fake" );
        use ( "piece4_ship_real" );
        use ( "piece1_activate" );
        use ( "piece2_activate" );
        use ( "piece3_activate" );
        set ( "fPiecesPlaced", "+1" );
        set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ4" );
        sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" );
        wait ( 1500.000 );

        affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
        {
            set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_RAGE" );
            set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 );
            sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/rage.mp3" );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 0.250 0.250 >, 1.000, 2000 );
            wait ( 2000.000 );
            camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 );
            set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "2" );
            wait ( 1000.000 );
            use ( "checkpoint" );

            if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ )
            {
                do ( "end4" );

                task ( "end4" )
                {
                    rem ( "Have they returned all pieces?" );
                    wait ( 1000.000 );
                    sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" );
                    wait ( 5000.000 );
                    set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" );
                    set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" );
                    set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "3" );
                    sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" );
                    set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" );
                    camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 );
                    wait ( 2500.000 );
                    use ( "end_level" );
                }

            }

        }

    }
     

  4. Use CTRL + K for link an entity on GTK radiant to another, for create a trigger, make the brush of the trigger like a large square wall textured with sustem \ trigger and after convert the brush on the trigger yu desire.

    for the teleport, yu need simply to create a trigger_teleport linked with control + k to a target position entity. this target_position set when the player be spawned using the warp. ;)

    the switch are  so: ù

    target activate and target deactivate, linekd to  -> trigger multiple with an usescript, -> , linked with a func_usable or a func_botton.

    the script also can deactivate thetrigger for a few of second and after reactivaed by Icarus way.

    :)

    player use the trigger, start the usescript, and the script make the other operations. :)

  5. is possible make a quickly builiding of a map using a LAAARGE scaled MD3 model created with 3d max, exporter as quake md3, skinned with md3view put into the map as a solid misc model and scaled for create a map area and making a collage of then for create the maps?

    I need to recreate some place of Nosogth of soul reaver, but rebuilding the maps is a inimmaginable work and i am alone. so i can use this metod for assembling a map like a puzzle? O.o

    obvious, in that case, the map is not interactive, is just a stage of game for containing the entities.

     

  6. For expose my idea i pass and old guide of Kotor 2 power and i get a description, maybe is not much clear.

    Do you want i edit the table in a more comprensible way? Off course JA has not the level like an RPG as Kotor.

    i need again to think some description for the rank 1-2-3-4 of every power. for that's are open suggestion.

    In every case, i am not a much good coder, i am ending a project a moment, whren i start the code, i can release for SP the basic modification of the code for add the force power slot in enumaration, but for programming the power and effect really need other helps.

    i am a rookie in C++ and i am not a programmer. :\ for this i ask help to others for that idea. at moment is just an idea, i wanna see if people wanna enjoy it: a more various and immersive way to use the Force, with all power of the force, and not only the precached power of the game.

    that's is the idea.

  7. I like the idea of this mod. is a combat more realistic and immersive, so pratically left mouse control the attack and right mouse control the block and parade? and for saber throw? O.o

    i am Sorry Xyca, i know about C++ less then you. i cannot help you to encoding thats, but i think is a very wonderful idea.

    :)

    but need really a nice realizzation. In MP combat is more frenetic of SP, in MP code that's need to be coded with a lot of differerence.

    O.o

  8. Wow, that actually is pretty darn impressive. That's more modding ability than I've ever been able to muster.

    Thanks friend ^^

    look, for do a mod about Legacy of Kain, about ANOTHER GAME, with game of JA, i need to a LAAAAARGE AMOUNT of escamotage LOL.

    but i see that JA has the gameplay like Lok defiance (but with camera like blood omen 2 ) so, because Eidos not end the LOK, i have thinked "Why not using ja for do that? why not create a lok mod?" Yeah. in that's years, i have done...

    - 12 maps

    - an hundred of NPC with playermodel of bo2, defiance and soul reaver 2

    - map object of defiance, soul reaver 2 and soul reaver 1 (still working)

    - weapons of SW replaced in that's modality:

    SABER: soul reaver, melee weapons, sword, medieval weapons, shield, glyphs (a dual sword with knockback and elemental shockwave effect, pity i cannot set the dmg by class for be some glyph deadly for vampire and unuseful for human)

    BLASTER_PISTOL: dark ball shot: blind the enemies, low dmg.

    BLASTER: fireball shot

    DISRUPTOR: a bowcaster that shot a sunlight glyphic laser for vaporizzate the vampire with powerr of Light.

    BOWCASTER: Light elemental bolt. deadly for vampire, can ricochet on the walls with the alt fire.

    DEMP2: energy bolt: a spell that making globular little lightning shotted by an hand of a vampire (blood omen)

    FLECHETTE: earth bolt. high dmg and high knockback. alt fire: 2 magic stone that explode with a little quake.

    REPEATER: ice bolt, frost the enemies. alt fire: a BIG explosive bolt of ice \ water that freeze a little area, also with a ice shadering on the groung or walls.

    ROCKET LAUNCHER: air bolt: explosive white magic ball of fog that can break walls and follow and seek the enemies XDDD (soul reaver 2: the air forge projectiles. in the first mod cvan be hacked for do a spell called flay that kill an enemy seek him and making dismemnernnt on dead but this requiere a little coding of sp)

    CONCUSSION: primaryt shot immolation: the enemy die for self combustion.

    second fire: spirith death: a deadly ray that crash the soul separating by body.

     

    THERMAL: glyphic fire granade (coding: enemy get burn and lose health over time, like poison of interrogator)

    TRIPMINE: glyphic sonic mine, stun the enemy with a sonic detonation. coding: enemy get stunne with BOTH_SONICPAIN animation like the HOWLER attack.

    DETPACK: glyphic stone bone: explode with a big quake coding: enemy \playercannot move for a few second or jump.

    NOGHRI_STICK: poison shot.

    WP_JAVA: after i finish with model, i make like sonic shot.

    i am a very good modder, but i am a disaster as coder because i not know much of C++ and JA codfe is very complicated, .

    i need to encode someone about weapons and force power, but i not know how i can do... and i need that for SP .

    i have open 2 topic on the mod suggest section: one about my mod, the other about an idea: the idea is that the more good programmers of this community can realise a SP\MP mod for add 32 force power..., all force power of Kotor \ Kotor 2 Game on JA for singkle player and multiplayer O.o. if someone do that, well, all JA players can enjoy a mod cool like JA++ that allow to do ALL with the force. O.o

    also, have can have a big help for my mod because with that's code and the source hacked i can pratically modding the force power fore replace with vampires skills. and i have already done that with the power of JA, i also replace some animation. example: for grip, enemy get moved on air like in legacy of kain defiance: they NOT take hands on the throat, but... lol floating Ahahahaha is very fun to see. XD

  9. I suppose that idea does remind me of Galak's mech suit shield in Jedi Outcast, or those droid shields used on Coruscant in single player... Regardless of how he is used, though, the modeling has to be finished, there's the skeleton and animation and skinning... Lots to do before the request is usurped for other purposes, lol.

    Well, is not so necessary, is just a touch of more realistic XD. i know. i have used the shield, is not much difficolt : for my mod i create some ellemantal golem that fight shotting elemental balls (i removed model of weapons of SW leaving only the tag so they shot pratically by the hand with an edited animation like force push) andthey are setted as Assassin droid class , like droids of Coruscant of Lannik racto., these droid, wss the assassin droid, years ago i imported on 3d max the models GLM of assassin droid and i see there is a spherical mesh called "force_shield_off" is linked to the hips part and is weighted to pelvis bone. so i merge that mesh with my golems miodel: result: every golem can have a shield that get up when not fighty and electrocuted the enemy. in golem skin files, i can set for everyt shield a different texture. and for every texture a different shadering.

    result: enemy fight with colored shield fo elemenal: so the golem of light is a statue of gold and is shield is of yellow light, the golem metal has ha shield of lightning, the golem of ice a frozen shield, the golem of earth a dust shield, the golem of air a fog \ cloud shield. is very wonderful to see. :)

  10. Wait guys... I'm using openJK, a version Scooper sent me.. And I have made over 300 NPC's and still no crash?! this problem is pretty much solved! :D

    Nice! I see in the description of download of Openjk that the our coder staff has removed many of unusufel error message like shader _max indexes hit (very boring, never can do massive effect -.- ) if ha sremoved also the NPC trouble that's was great! W the open source JKA! :D

     

    when i download code the first time by the fork page, i  not understood what mean what "remove some error message" by the list of modify of the code. now i know! very nice! :D

  11. No you don't. All you need to do is replace the .npc file with a different one. If the contents are totally different, then it won't matter. It loads the first file from the search path.

    mh, that's is interessing, but in my mod i recicle some level by JA changing NPC, so i need also old NPC with old name for make recognized, or the maps of the game cannot work because not found the NPC spawned. :\  (in same level, this make crash game, example: vjun3, i never understand why.)

  12. Chalk really is one of the most brilliant modders I've ever seen, his work is exquisite. I hadn't even contemplated the possibility of the droid vehicle managing to shoot given the limitations of the vehicle/class so the idea he could have any offensive abilities in JA really was surprising. Still, I don't see the shocker as being a practical weapon in the game engine as it stands.

    i know, i think that need to be encode for do somethings, can be easy equipped with a blaster, but a flamethrower like boba fett or a shocker is hard to do... mmm, well, is possible to make the model of vehicle for electrocuting the enemies on the direct contact? like assassin droid with the shield on? (i suppose thatfor make this need to make t3 NOT as vehicle, but how NPC_assassin_droid

  13. Wow! It's something like the wonderful bluice nightfall!

    :Q_______________

    UUUuhghh, are wonderful!!! Man, yu are great!

    I am doing a mod about a gothic land called Nosgoth, so can i use your map when yu end and credits you? Can yu pass me the map file? please.

    Really i need a large amount of prefabs for villages of Nosgoth. ç_ç i not wanna to rip by original game.

  14. Hint: you can eliminate some of the unused NPCs by using a .npc file with the same file name. But if you use a different name for the NPC, it'll be a seamless replace. So, you could replace reborn_weequay with palpatine by just using the same file name.

     

    yes Eez, but for do that, need to call palpatine "weequay" in NPC file, or if NPClist is full, the NPC weequay was removed and cannot spawn. i tell that for personal experience  :( in many mod there is NPC with new names, and NPC replaced: same name, same playermodel address. is replaced the model with the new model, and are edited the parameters of NPC file.

  15. Oh, really, i am stunned! Nice work!!! Very good model! :D And yes, i love T3-M4. is a very nice character, a droid with a deep story, is the previous reincarnation of R2-D2, i am sure of that LOL. :D You are a genius, for doing a droid so complex working, animated and functionally. if can also shoot by the cannon of the head is amazing.

    weapons of T3-M4:

    - flamethrower

    - blaster pistol

    - electroshocker. (is like if he shot force lightning level 1)

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