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Asgarath83

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  1. Well poison can be useful against multiple massive combat of enemies, this power are not thinking for classical JA game, but for the new mod creations. poison an enemy that is too far for kill esample, a stormtrooper, because you have some trouble with the nearest siths , can weak the enemy and when yu need to fight is pratically dead. so is for easy the way, also, is a problematic bnecasuee enemy can do the same things for the player, the player will work, for player but also for NPCS in SP, so can create really terrific avversary, yu not image only the power for the playters or the multiplayter. this are thinked also for single player mods. and tales. the power can create spectacular boss with a large variety of effects. it's also power for the sith and NPC allied and enemy and the boutes, and not only for player of SP, or team of MP. stasis is very useful for me, i need desperating a some way , every way for allow to NPCs of player to freeze enemies in my project and i not know how to do or script a paraylisis power. twirl and sonic are like stun, true, but are very cool to see. i am doing a fantasy mod, so i need a large amount of elemental powers. and spells. pity i am not a coder and i not klnow much about single player code. if not, i create of myself what i need. but i am doing praticalluy all by myself pecayse for my project i never getted help and i am little... desperade. Your critiques are valid in every case, this is just the base idea, how you make the powers better for not be repetetive or too cheep? Really, this is a simply porpouse. i cannot do this thing alone. :\ i wanna only see what people think about the new force power creation. for me JA has too many low variety on the powers. open code allow to have 32 force power, so why leaving empty this possiblitity? if someone have another idea about new powers, i am happy to listen.
  2. 3: i have blender 2.46c and blender 2.52 with all plug in inclusing glm exporter, i export on glm, import the glm on my old 3d studio max 5 and i work the models with JA skeleton, and so i have a model factory on my pc.
  3. I did my best. Here is it. Do you like the idea? i am disaster or coding and at moment i am busy in a work about a my book of science fiction (i am a writer on the real life) and on my mod. so there is some coder team that can do that... obvious, need a laaarge amount of time. is only a my follish and madness idea for make JA more complete with fhe Force use. Pity is not possible to see code of kotor 2 and how work the powers. .-. -------------------------- 1 Battle Precognition Requirements: FP_SEE LEVEL 3 + FP_SPEED 3 Allow to avoid attacks. Rank 1 : using this force power is possible to avoid the tenloss disruptor fshot for player x 10 second. Cannot move Rank 2: using the power is possible to avoid dodging like tenloss dodge, every kind of energy weapons for 10 second. Can move but no fight Rank 3: using the power is possible to avoid the FLECHETTE \ CONCUSSION \ ROCKET \ EXPLOSIVE WEAPONS \ HEAVY WEAPONS for 10 seconds. Also, can be avoid the saber throw with an amazing dodge. Can move and fight. This power cannot use for dodge or avoid the saber in a saber combat. Efx: like the force speed blur effect. -------------------------- 1 FP_PROTECT Rank 1 : protect by all physical dmg of weapon and saber. 25% defense Rank 2: 50% defense Rank 3: 75% Defense Efx: on casting, a particellar effect like the force barrier of Kotor with 2 light circle square that embrace the body by top and bottom. On duraction a blue aura instead of the green aura (is a better idea of a shield) 2 FP_ABSORB: like the original game. No modification. Can absorb dmg of grip, lightning, drain. --------------------------------------------------------------------------------------------------- 3 Force Valor FP_VALOR This power working like a modified team energyze power. Rank 1: for ten second playter and teammeat in an area of 2 meters are immunity to the dark side aggressive power of rank 1. Rank 2: for 15 second in an area of 5 meters teammates are immunity to the dark side power, rank 2. Rank 3: 20 second of immunity against dark side power of level 3 for player and teammate. Efx: parrticellar, a sparkly link flesh on the head of characters. This power NOT protect by the Lightning, drain and grip. This power protect by possession, stasis, poison, kill, sonic and all other power that get an alteration to the status e \ o behaviour of character. -------------------------- 4 FP_HEAL the classical heal of force. ------------------------------------- 5 FP_HEALFORCE the classical heal of force, but have the effect of recharge the forcebar , not the life. The effect is egual of Heal force, but with a different efx file. Rank 1: the power add 25 FP to the force bar instead of 100, 125 Rank 2: player has 150 FP Rank 3: player has 200 FP The power can used only a time for minutes. ---------------------------------------------------- 6 FP_TEAMHEAL is exactly about teamheal. The difference is: The power is usalbe also on SP on the teammate NPC. (you can heal chewbecca and kyle katarn and the jedi of korriban battle) -------------------------- 7 FP_BATTLE It’s like a force rage upgrade for BOT , Multiplayer\ NPC, but without invincibilidy and health decrease. RANK1 : the forge rage equivalent bonus attack speed and dmg of rank 1. No invincibility, no health decrease. 25% of resistance on the saber hit. Duraction 10 second. RANK2: lilke force rage speed + attack rank 2. no invinbility, no health duraction 15 sec. 50% of resistance on the saber hit. The closest Enemy lose 5% of speed and dmg on their atrtack RANK 3: likle force rage speed and attack of level 3. no invincibility no health. The 3 closest Eniemies lose 25% of speed and dmg in theyr attack. Duraction 20 seconds. EFX: a green particellar aura efx around the body in the casting, a red aura efx around body of eniemies on the castle. This power is the terrific Bastila battle meditation . -------------------------- 8 FP_REVITALIZE This power can raise by dead a NPC or bot, or a teammate of multiplayer, if casted in a short count of time. (few seconds, no more, is useful in korriban battle for raise the dead NPC jedi or in mp in the team games likeTeam FFA, siege, etc ) Rank 1: Brings closest party member to life and will have 10 Hp. Cost: 25 FP. Improved Revitalize Rank 2 Same as before but brings 2 closest allies rianimated with life with 15 Hp. Cost 50 FP Rank 3 3 allies can be resurrected and gain 20 HP -------------------------- 9 FP_STASIS: Stun or block enemy , NPC, of bot. RANK1: enemy go to ground and get the roshpain animartion for 5 second, cannot move. Jedi class are immunes. RANK2 : enemy get freezed and locked movement and animation for 10 second. Jedi class are not ffeezed, they simply slow they movement by 20% RANK 3: the 3 closest enemies be freezed for 15 second. Jedi class cannot be freezed. They slow they movemenet of 50% ------------------------------------------------------------------------------ Universal Powers ------------------------------------------------------------------------------ 10: FP_POSSESSIOn NOT WORKING ON DROIDS. like mindtrick level 4 is possible to posses an enemy. (Working only on NOT Jedi classes) Rank 1: 10 second of possession for shooter Rank 2: 15 second of possession. Can control the monster class like WAMPA, RANCOR, HOWLER... Rank 3: 20 second of possession, can control the jedi class too CANNOT CONTROL THE CLASS TAVION, ALORA, DESANN, LUKE, KYLE, GLIDER, FLIER2, FISH, CLAW, LIZARD, ------------------------- 11 FP_MEDITATION a rage version with not health decrease, but health regeneration and NOT invincibility. Rank 1: slow health regeneararion 1 hp \ sec . Increase dmg of weapon of player and teammate on few meters by 10%. Increase by 1 the npc value of aim, move, intelligence, evasion, aggression. 10 sec of duration Rank 2: medium health regeneararion 2 hp \ sec. . Increase dmg of weapon of player and teammate on few meters by 15%. Increase by 2 the npc value of aim, move, intelligence, evasion, aggression. 15 sec of duration. Rank 3: fast health regeneararion. 3 hp \ sec. Increase dmg of weapon of player and teammate on few meters by 20%. Increase by 3 the npc value of aim, move, intelligence, evasion, aggression. 20 sec of duration Effect: a red aura glow the weapons. An efx like force rage cover the body. -------------------------- 12 FP_DROID A mindtrick that can control or disarm the droid class in the battle! Rank 1: the droid no combat for few second. Rank 2: the droid no combat for ten seconds. Rank 3: a droid pass to teamplayer and fight for player. 15 second of loyalty XD Efx: like a little shock forfce lightning against the droid. -------------------------- 13 FP_BREATH: nullify FP_POISON Rank 1: nullify FP_POISON rank 1 , slow the poison of rank 2. 5 second of duraciton Rank 2: nullify FP_POISON rank 2 slow the poison of rank 3. 10 second of duraction, immunity against NOGHRI STICK . Rank 3: Nullify FP_POISON rank 3 immunity to trigger hurts 20 seconds immunity against acid rain. Efx: a globular blue sphere around body of player. Like kotor 2 nar shaddaa breath control. . -------------------------- 14 FP_SPEED No alteration of code of this power -------------------------- 15 FP_BODY The Force is your armor. The dmg of weapons hit the force bar, not the health bar. This give you some moment of invibility. Rank 1: 5 second of tecnical invincibilty. The force bar lose 30 FP for hit. Rank 2: 10 second of protection. The force bar lose 20 FP for hit. Ranlk 3: 15 second of protection: the force bar lose 25 FP for hit. Is not consigliable using force power. if force bar reach zero, player can be hitted and killed. Efx: a cyan aura around the body, like color of PROTECT + ABSORB together. -------------------------- 16 FP_MASK Make invisiblre to NPC bot eytc eyc, is the mind trick level 1 – 2, the different is that level 3 not fight enemy each other but can be invisible to all enemies in the area. Rank1: an enemy cannot see for 5 second. Only shooter classes Rank2 closest enemy behind not see for 10 seconds. Shooter and monsters. Rank 3: 15 seconds of invisibility, affect in all enemies on the area except boss classes and class lizard fish glider flier2 claw. When using this trick there is the mindeffect efx over the eyes of enemies and the body of player is like the body of saboteurs with the cloaking. The cloak has a purple aura color given by the Force. Is a camouflage of the Force. -------------------------- 17: FP_DEFLECT A new defense power. This power allow players and NPCs, bot etc to deflect like having a saber the enemy projectiles, but... with the hands! Is like the darth vader parry of the han solo blaster. O.o Efx: appear like a strange force push that slam the shot efx. Rank 1: erractic deflecting blaster and energy shot of blasters and metallic bolt weapons. Rank 2: good deflecting of shoots. Rank 3: enemies projectile are deflected on the shoooter and can dmg him. NOT work against a sword or a saber, lol, is little... extreme not? -------------------------- 18 FP_PUSH Rank 1: llike old force push level 1 Rank 2: strong pushing like old force push level 2 Rank 3: a push slam of fthe enemy behind player like push level 3: modification: if yu use a saber, having force push level 3 and make a stabbing is possible product a foirce wave that slam all enemis around player. same with katas. Like a circular force push 3. Efx: like force push ------------------------------- 19 FP_WHIRL enemy can blocked, leave on air and twist and rotate around himself lol! Rank 1: rotation for 5 second trapped 1 enemy. Player can move, but not attack. Ranlk 2: roitation for 10 second, trapped 1 enemy. Enemy lose gradually health. Player can move but not attack. Rank 3: player can move and attack. Trapped behind enemies for 15 second, enemies lose a good ampunt of health. Effect: a efx vortex of wind around the enemy and push shadering. -------------------------- 20 FP_SEE Force Sight Rank 1: enemy visibles. Remove FP_MASK1 effect Rank 2: enemy and object visible. Remove FP_MASK2 effect Rank 3: enemy and object and health visible. Remove FP_MASK3 effect Efx: the force see shader. -------------------------------------------------------------------- FP_21 FP_BREAK Remove by an enemy all protective power: protect, absorb, rage, valor, battle, meditation. Rank 1: remove level 1 of enemies casting on a enemy Rank 2: remove level 2 of enemies casting on 2 enemy Rank 3 : remove level 3 of eniemis casting on a group of 1-3 enemy behind. -------------------------- FP_22 FP_HATE / A power that forced NPC to fight each other like mind trick of level 3... but start to do that by level 1 Is amodification of FP_MINDTRICK. Rank 1: effects on shooter class. Conditional mind of 1 enemy. Duraction 10 seconds- Rank 2: conditional mind of the enemy behind player. duraction 15 second. Affected shooter and monsters class Rank 3 : 20 seconds. All enemy around player fight each others. XD affect shooter, monster and jedi class. Efx: a evil and scarry red aura spand on the head of conditioned enemy... or around the area. -------------------------- 23 FP_SABERTHROW well, is egual,no alterartion. ------------------------------------------------------------------------------ Dark Side Powers ------------------------------------------------------------------------------ -------------------------- 24 FP_DRAIN Like force drain, but with 1 alteration Rank 1: drain by contact Rank 2: drain by short distance Rank 3: drain all enemy around the player. - this time Drain IGNORE the force bar. Is more dangerous! Efx: like the original, can be changed at your own. -------------------------- 25 FP_FORCEDRAIN The power is like drain but drain the Force bar, not the health bar, for regenarte force of avversary. Rank 1: drain by contact Rank 2: drain by short distance Rank 3: drain all enemy around the player. - this time Drain IGNORE the force bar. Is more dangerous! -------------------------- 26 FP_FEAR this is a in interessino power.: in MP enemy shotted if not cast FP_VALOR can do the BOTH_COWER1 animation and no fight for a few second. In SP can happen the samething to NPC. At level 2 enemy drop the weapon and at level 3 enemy escape in BS_FLEE modality XD no work on droid and boss classes. Rank 1: function with shooter classes. Enemy do animation COWER1 for 5 second. Not attack, not move. Rank 2: function with shooter and monsters. Enemy do animation COWER1 for 10 seconds. Not attack not move. Rank 3: Shooter and monster can flee and escape and no attacking with panic! Jedi classes making COWER1 animation, no mover no attack. Can be very funny see a cultist with a panic attack LOL The effect duraction is of 15 seconds. FP_VALOR for neutralize this effect. Efx: a particellar violet and dark shader aroun the victim. -------------------------- 27 FP_SCREAM well, is like the jedi become an Howler. O.o All nemies in the ranged be stopped of their attack and do the BOTH_SONICPAIN animation XD. At level 1. at other level, they also lose health in gradual mode. However is possible to move , so is possiblre to get out of range of sonic wave \ suffering area. Not affecting on the droid. Rank 1: jedi scream for 5 second, sonic shockwave depart by body and investing enemy in near area, enemy can escape, and move, and not lose health. Do the sonic pain animation. Jedi cannot move or attack, too. Rank 2: Jedi screeam for 5 second, but effect is during 10 second. Enemy cannot move and attack and get the both_sonicpain1 animation, jedi class affected as rank 1. the jedi have 5 second for attack enemy weakend or stunned by the sound. Rank 3: Jedi scream for 5 second but effect during 15 second. Enemy cannot move and attack and do the sonic pain animation, jedi class also are stunned in same mode. The jedi has 10 second for attack the eniems. They cannot flee or move! NOTE: FP_VALOR Nullify the effect of this attack, -------------------------- 28 FP_RAGE well this is egual... -------------------------- 29 FP_LIGHTNING. Some like first. ----------------------------------------------- 30 FP_GRIP Some as first. Jedi can move also on rank 1 and 2, but not fight. ------------------------------------------ 31 FP_POISON: the effect is like the interrogator droid puncures of poison. At better level is possible to poison multipole NPC \ players. FP_VALOR can save by poison. FP_HEAL can constract, but NOT save the poison. I think it’s logical. Efx: the gas cloud of noghri stick around the body of the victim. Rank 1: poison 1 enemy for ten second. Enemy lose 1 hp for second. 10 hp of total dmg. Rank 2: poison enemy for 15 seconds. Enemy lose 2 hp for second. 30 hp of total dmg Rank 3: poison enemy for 20 second, enemy lose 3 Hp for second. 60 hp of total dmg. level every two seconds in damage. 32 FP_KILL the more devastating power: is like a multiple force grip of all enemies in the area. The caster can move and combat during the casting. All other cannot move. For nullify: FP_VALOR, FP_PUSH, is a power of a sith lord. Rank 1: enemy around are gripped and cannot move, the aggressor can move but not attack. Duraction 5 second, is just a diversive. Rank 2: enemy aroung are gripped and dmg a lot, cannot move, the player aggressor can move and attack but is very slow: animation and movement are slowed by 50%. Duraction: 10 second- Rank 3: enemy around are grippd and dmg with an amount of dmg. The aggressor can move and attack. Animation and move slowed by 25% duractionb 15 second of agony!
  4. Yes, can really be helpful for me. but i not wanna stole works, so i not use brush or textures. I need really to see how is maded a fantasy village.
  5. Where is possible to find \ download this map and who is the autor? O.o
  6. Well, i like eezstreet explanation. About the saber throw, can simply be... changed the key. is a power, right? so, as power, can be used with the same botton of every used force power. and not with the alt attack button. this can resolve the problem of saber throw
  7. Ahhahaha, Lol, some stupid Jedi, right. LOL. no, really i love the saber throw. not remove pleaze
  8. mmm, i have setted mouse 1 and joypad button 0 for attack and joypad button 7 and mouse 2 for saber throw. for making a saber throw, i simply need to specity another key instead mouse 2, right, because mouse 2 with this system is used for the parries.
  9. Okay, sure. I will work and i post an edited list ASAP
  10. 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 ] }
  11. Oh, lol, yes i have see something, i was confused about the anger or the fun. O.o But i like to help people. :\
  12. 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 ) .
  13. 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. 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" ); } } } }
  14. What power do you want, and what power do you not want, and why?
  15. 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.
  16. 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.
  17. 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.
  18. 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
  19. 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
  20. Nice project. I like very much
  21. Is very wonderful, is like bluice nightfall! :Q___ . really man, you are a great mapper! Like eez, i cannot wait for play the map. @@bednarro: where coming your screenshot? O.o
  22. 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.
  23. 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! 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!
  24. 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.)
  25. 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
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