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Asgarath83

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Everything posted by Asgarath83

  1. Google translator does not translate exactly from Italian to English. but actually works better than the translator I in the brain. What do you think? Now It's better? to worsen the thing is the fact that we Sardinians have the bad habit of using objects before the complements of verbs.
  2. Oh, about my country: Italy is beatiful for art, monument, nature, castles and food. but in sardinia we have not castle, lol the panorama of my home is like Kenya... the mediterraneum vegetaion is all yellow, not green. uff. :\ really, i like more if i live on some beaty art city like Rome of Florence of Verona. however, at moment italian passed are a bad period, we have a catastrophical economical crysis, and our politician are very dumbs so we are in a falling ship on a storm sea. :\ for that, we are very nervouses. people has not work, and the youngness has not future,. more escape for find the work. it's strange. the begin of XXI century, for us, is like the begin of XX century. :\ as told master dorak... the story is ciclical. who not learn by mistakes do they agains. auff, really, my english is terrible. I hope i not been banned for my bad expressions.
  3. ROFTL. thanks. *close the mouth of the emperor with a big orange. ahahahaha, very kind. ^^ thanks Ony
  4. Ah, well, now i think i had understood. So you not wanna know alternative solution about that issue, but Why radiant and icarus do this strange bug. Mmm, i have no answer for that on your special case, i am sorry for that. I can only suppose that those kind of script create some indersidate looping of idleing of fhe inactive function. I suppose is the inactive function itself that has a strange behavour in that case. Is not however only a your bug, is an interessing leak of icarus system. i try your map and i see youyr script and project. to do to me the same things yu have explained. i am here too for learn more about that for my project, and because i am not good like cooder i am forced to learn more about mastery of the scripting. So i am too interessed to this strange issue of the SET_INACTIVE function. i suppose is something inside the icarus funcionality itself. but yes, is an odd thing. HHowever, not worry for have not see my post. is a strong discussion and is easy to lose something.
  5. Welcome. I see the screens of stations. is a nice project.
  6. LOl everyone against my english. the italian friend, too. XD. No i not use a translator. I try to speak. i have some trouble with the gergal expression and grammatic. for the error of ortography, is my mode of writing, is famigerated also in italian, sorry. Because i need to pay max attention to writing when i work on the books, i not have the will and the force for make that also in the internet conversation. my mental and phisical forces are weak, so i need to focus for do the max with the minimal. sorry. :\ well, i not study english by... oh my... sixteen years??? O.o, really, i see not much people in real life and cannot talk with much folks except my parents, so for english is more bad. i hope youcan have tollerance with me. yu need to considere that i learn the more of my english with kotor, kotor2, videgames and a mmorpg. so is not perfect. really not. :\ i am sorry. i know a lot of spanish but i talk bad of the english. so, or italian, or english, or spanish. i not know other way for interaction with strangers.
  7. Asgarath83

    Ciao!

    Mm, i was not much educate. how i am stupid. >.< i not have again make presentation. Well, time to remedy. My name is Davide, i am 30 and i at moment i am a young writer of fantasy science fiction. i not have much succeess again, because italian culture is very far about this kind of books and i ahve some trobles with promotion. however i am in a nazional competition and i am eights on the list of the more voted books. i hope the judgements like my opera. sorry for my bad english. however i have some little trouble in real life: i live in sardinia in a lonely place, unique son, with my parents. i havbe not much friends, and internet is my door for the world. that's because i have some genetical issue and a lot amount of heal problem after a bad disease i get on my teen age and make me 2 years of hospital, so i was costricted to leave high school for regard my life. well, i have passion of fantasy, science fiction, star wars, jedi academy game and saga. also i love the legacy of kain vampires series, and my other community is the italian community about LOK. i am working by years on a mod on Jedi academy for makling ana matorial Dark Prophecy for do a sequel to Defiance, because lok saga are unfinished. wel,, is pratically all about me. i do a veeery boring live. lol. i am here for learn about modding and a lot of coding, and for share my little experience, i hope to receive some help and be of some help. See ya. PS: i look this forum by a lot of time. in the pass months, i pass some time in the chat of JA coders of the IRC for the coding. Pity i am a disaster on the code. well, now i am ending to make the sabers and the last map objects. after this and the fix of NPCs of my mod, i wanna try to encode somethjing, about weapomns and force powre. i stressed the forum with some topic aabout that. i am interessed to SP gameplay, more of MP. i never played much the MP. i am a lonely player. i am not much good on the multigames. well, a greeting to alls.
  8. Well in that case, i leave the topic. Nice script, however. However, i was trying to help Gnur, and he was talking for me, so "no one is talking for me" is a form a lot offensive that get me unconsideration. In every case, your script is interessing. i admit that i never understood the function related the parim1,2,3, etc etc command, but i see that in the game are used about switch and door. pratically the "parm" with a number is a key associated qith an eneity of the game, so setting the parm to 1 is like activate the entity? is that the functions of parms?
  9. if is refer to me, because is first time that i go into a community of JA for getting help, so many things i learned by my self experience and maybe not all is correct. or maybe because simply i like the func_door entities because with that i can do a large amount of things. there are func_door that i not used only for making "doors" but simply moving object in a two sense.
  10. Wow, yu are more espert of me with scripting
  11. Ok i see. 3 errors. 1: in the opendoor script, yu set the closetrigger as inactive, true. setting on on inactive, false. because need to work for closing the door. 2: yu need to create the door as func_door setted for used in up \ down direction, yu can specify this with the angles. not as func static. yu need to set the door as toggled. yu not need the ref tag with a toggle door, a toggle door stay open until not be used again. 3: yu use deactivation script when the door run, so trigger cannot influence it move. yu need to create a target_activate named with script_targetname and targetname parameters. the activator need to be connected to the trigger of opendoor script. in the script of closedoor, yu need simply to set at the end USE "target_activate name". the trigger for re open the door is reactivated by the target_activate entity. is an issue of the func_static, however, is better if yu use func_door for that kind o things. is more adapt of func_static. to me func_static has ever done some troubles. i try to avoid to use func_static as entity, a func_door is more controllable.
  12. Ok now i look.
  13. Oh, is easy to fix: yu need simple to use the flush function (the red symbol, not the affect, entity, flush) in your script. this delete and reset every script are running on your entity for avoid overwriting and sovrapposistion of the commands. i am a bad coder, but i know well icarus. i setted t1_fatal level for is a time level LOL. so, if the player not disarm the 5 bombs in 25 minutes of game... BOOOMMM...! like t1_rail if yu pass over the bomb on the hovertrain LOOOL if the five bombs are deactivated i used the red flush command for delete the deadly count to the total destruction if work for a bomb, work surely for 2 doors. use flush and reset all scripts. every script are running on the entity, with flush command are deleted and the entity is clean for new istructions. otherwise, if doors was NPCS, should works SET_ANIMHOLDTIMEBOTH : 0 but they are not NPC, so yu need something that reset the looping. the red flush command of icarus should be work.
  14. Because Eezstreet making 2 tutorial about add a new weapond and a new force power in the multiplayer, i am more interessed to the same thing about the single player. the max is 32 weapons and 32 force power. for force power there is a large possibility of adding. because their are only 18. 5 light, 5 dark (teamheal and teamenergyze unused and hidden on SP) and 8 neutral : push, pull, see, speed, jump, saber offense, defense and throw. weapons are much more, because NPC weapons fulls the slot, so is possible to addonly 4 weapons. I have some question about the coding of SP: 1: the difference about adding a weapons in SP: there is not an equivalent of weaponinit on the cpp files of code section, so, the information of "weaponinit" in what files are contained? 2: same for force: the w_force.c of MP have not the equivalent file on the SP, and so, for add a force power, what files contain the information of w_force.c and how need to modification? 3: a coding question: how to program a differenzial dmg class for the weapons like demp2 to with droid classes? 4: second coding question: how to unlock for the player the NPC weapons? (all NPC weapons, if is possible. :\ ) 5: third coding question: how to use properly the function of trapping the sound and the efx for a new weapons or new force power. in other words: how define what effects, sound and animation are used by a weapons and a force power? 6: how is possible to program a force power for making something like poison as interrogator droid, or the sonicpain of howler? 7: how to make a force power that do a dmg around as a shockwave, and not as not only behind like force drain and force lightning? pratically like a splashradius, splashdamage,splashknockback just for understand what i mean. for weapons open jk have the splashradius, dmg and knockback usable as command for weapon.dat. 8 how to make a force power usable by icarus script and editing behaved for adding the paramters SET_FORCE_POISON true \ false or SET_FORCE_POISON_LEVEL 1-2-3 for example, and make recognize by engine. same for the new weapons or the weapons NPC unlocked for player. 9: how create the command for allows to bot, and to NPCs to usage the new force power created in a combat setting with icarus or NPC files? i not want to do any kind of modification on my mod on the saber system, but i am interessing to the SP coding. more of MP. i need some alteration of weapons and power. my other idea is hacking simply the class damage of weapons, thas shoulbe easy, and the unlock of NPC weapons. A SCRIPT ALTERNATIVE TO THE FORCE POWER DILEMMA. for "create" the power of the force there is another possibility: pratically a way with icarus script. example: make an item like a n holocron with the symbol of tne new power and place into the map. wehn player take the item (func_usable and triggered, like t1_danfger items ofr part ships) run a script that setting for all enemies of the level a mindtrickscript. and get to the player the mindtrick level 1 level. the maintrick now is a modded as a generic power of spell. so , when player use on an enemy, run the mindtrickscript and the enemy \NPCcan affect by the more disparacted things: freezed, fear, healed like Rosh in VJUN3 boss battle etc etc. but this solution is little ... bad, because is possible to set only a kind of magic for time and for area of combat. there is no variety for player for choice effect of kind of power that can use in an area... the only way sh9oul be to add differenct olocron funcusalbe with differenct triggers for dirfferenct mindstrick script, so pòlayer can choice what kind of power usage, and every game the power is different. but is however a bad forced way to play because player is forced efvery time to go to the holocron posisions for change the "power" because i know only the base of C++ i can do only the basic things. but i manage pretty good icarus. so i suppose i can use icarus for do that's spells on my fantasy mod. the problem however is: is not enough elastic like gameplay for usage the power, for my opinion. if someone have a suggestion for make better this scripting idea of affecting NPC with a supplementar combat skill (lol, are only strange effect of the mindtrick LOL) i pray for teach me. For weapons coding i not having much choice, i need to do. not for creating new weapons, but for editing the existent weapons. well i suppose... one problem at time. However i hope someone can give some answer for this question. i have that's dilemmas by months...:S
  15. mmmm instead of set_inactive parameter of icarus, try to using two target activate and deactivate, a couple for each door. make they with a script_targetname key, so icarus can recognize they four. every door need a target activate and a target deactivate and they need to be linked to the door. target activate1 -> door1 target deactivate1-> door1 target activate2 -> door2 target deactifvate2 -> door2. when using the button yu run the script. into the script you setting a deactivation of the door and after, a reactivation through the targets entitities. i think should be work, i remember a map when i used activate and deactivate for 2 target prints. praticallythe character need to destroy 2 artefact for down a elemenal shield of darkness and complete the level. for each demolition appear a script of advice. but the advice are different, so i was need that the second destruction deactivate the first print to show again. well, was very complicated to do. however i supppose that deactivate and activate entity target can manage your doors better of icarus. yu need simply to put in the script "use "target deactivatename" and after a lot of time... use "targetactivatename" so the door still reset.
  16. Right. i Know the fit function of the texture, is possible to fix the texture for making a fractal with every decimal valor, is very useful tool of gtkradiant... but is VERY boring and slow to use LOL. texturing is not much bad in a map building... but Fit the textures... aaaaaargh! Oh my god! :\ sometime it makes me crazy, every value i use, i obtain or a fractal too much repetitive, or a texture so Great to be... well, pixellate. every one know how can i solve this little problem?
  17. Woah! Thanks friend. your explanation are very useful. i will remember of all that. well i am doing a mod about legacy of kain saga and a friend help me to do some build on blender, so, because take month of work and deforme some vertexes convert the blender file into a quake3 map of the buildings, i have pratically exported as GLm, import glm on the 3d max, exported as QUAKE 3 by 3d max, and with a large ampiunt of patience, i use Md3view for ritexturing every mesh part, iike a puzzle, with the correct textures. really it take me an half day. but i imported map in JA as misc_model and is working. but i not understand a thing. why damn in the building compilation.. welll, in the test map i have dione,m a little map., just skybox, ground and the building for testing the method, the nuprapror retreat there is... but... i see is without texture. this has not much sense, because i apply the skin on md3view for texturing all the ... forty part that make the building. and i see in md3view with textures, and i have exported the saved moved by md3view with no error, in md3 and glm. O.o and so,.. how can i resolve this problem of the textures missing? is very odd that make me that's thing, because when i building a swword i not have trouble with texturing with md3view. i using 3dmax5 and the plug in of md3 and glm of the version of the program, i now, well, iu have windows xp sp3, i cannot use 3d max 2013. that's becvause i have some health problem at neural system and the windows 7 graphic is too lazy for my eyes.
  18. I have thinked this idea for MP and SP too, for SP yes, need to be do for working on a few amount of enemies: otherwise: less of 5. if not the powers are very cheappy. for the MP need sure some adjustament for avoid the cheapping because can do the team player unbalance on the same cases. example a siege battle. an enemy with FP_KILL level 3 in a team red, the blue has not anyone with FP_VALOR3 ... really need to have a balanced force power in the teams battle, or in MP the game is cheapped. But i tell the truth: i am been ever more interessed a thousand of time to the SP game, not to the MP game.
  19. Wow, nice work! I am playing ratchet and clank 2 with my PS2 emulator just that days. pity filefront not work for Italy so i cannot download the file. i have a friend that love ratchet and clank series. XD Is a great modder carrier. all my respects. mmm a inuyasha mod too, i have an hotaku friend that i suppose can like Can yu make that's 2 mod downloadable for me , pleasde? eh, i know JA by 2003 . so i played for ten years. but only in the last 2 i begin to male really some good work. ... i played JO Only this years. lol very beauty game! at the end i told "WTF? is already ended???"
  20. very old version. O.o my gtk radiant is the 1.5.0 is more stable and i like the camera movement and the function for navigate fast intro the map project.
  21. I wanted try to do an animation alternative for the force grip 3 (for enemy gripped not for player) my mod is like gameplay of legacy of kain, defiance, so the power FP_GRIP is pratically the telekinesis of vampires in the mod. after changed the shader of grip in the hand of the vampire and the sound of grip loop, i got in animation.cfg and make a substitution: the BOTH_CHOKE1 animation has the parameter of the BOTH_PULLED_IN_AIR_F animation, so enemy when is grabbed not take his neck with the hand but is wriggling. ... lol, is very fun. after in animevent i add this entrance on the Upperevents. BOTH_CHOKE1 AEV_EFFECT 0 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 1 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 2 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 3 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 4 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 5 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 6 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 7 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 8 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 9 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 10 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 11 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 12 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 13 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 14 force/tk.efx *chestg 0 BOTH_CHOKE1 AEV_EFFECT 15 force/tk.efx *chestg 0 force/tk is a new effect i maked for telekines, is a green aura around the body, an effect like the force rage effect getted on the body on a grabbed victim. who is the trouble? the troulbe is that after i edited the animevents files the animation not go more on loop but at the end frame not looping by first how should do, (before i do this editation was working) and the effect is played only on the first cycle after the load of the map. Someone can explain why that's happening and how can i solve? thanks.
  22. ah You are right. Yes, i got that's problem in the pass and i have solved. i see however that in map_object there some GIANT md3 that making a section of ice cave on hoth and the rockwalls of the canyon and a tunnel of the tusken lair of t1_surprise, so is fattible. well, this can make a map very light in the loading. LOL.
  23. Understood. Okay Okay, but if you are r Well, understood, but if yu are right, explain with there is in the game.... - an howler that make sonic pain on yavin . my idea was simply to create a power that allow to player of cast the howler scream effect. - an interrogator droid that poison when hurt the player (Doomgiver JK2, Vjun3 in JA) really i love the poison effect of the interrogator. is pratically the same thing of put the howler scream and the interrogator poison effect in 2 force powers. those power not require to create a large amount of new function coding, because all this function all already in game. example: the stasis? is the g_freeze cvar and the set_freeze of icarus, no? also, in sab files there are animspeedscale and movespeedscale. is sufficient to set on 0 this value on the effect on a force power for creating the FP_STASIS. well, i know how can work thats power, simply i not have knowledge of C++ for do thats things. however, if yu have reason, explain why the lucas arts have maked sonic screamer and poison droid on a FPS game. maybe i am crazy, but i think poison and sonicpain are pretty cool effects. For avoid the cheapping of power i thinked the power for neutralize. breath against poison, valor against stasis, sonicpain and all status alteration dark side power. absorb neutralize grip, drain and lightning, it's seem a balance gameplay, for every superpower there is a power that nullify. but for a thing,... after a long reflection... yes, katanamaru is right: the FP_REVITALIZE is unuseful.
  24. ah, well, okay. i end 2 fase of work and i realize a little trailer of mod with Kain, Raziel and same enemy. But really, what i need more of every other thing? a coder that help me with Power of force i need and for the weapon class differenzial dmg, and some modificatiojn to weapons code. okay, wait. i show you a large amount of material ASAP.
  25. emmm, sorry for my bad english, can yu be more clear about this expression? O.o
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