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Asgarath83

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  1. i Never used this commands with Behaved, but i am curious. What do exactly? O.o
  2. you can do the first thing with icarus. simply make the spawnscript of NPC allied of your map as BS_SLEEP or BS_CINEMATIC or BS_WANDER and set they for not walk with icarus. set walking false, set running false. as Usescript of your entity make a Script that tell: set behaviour state: BS_FOLLOW_LEADER SET_LEADER: player SET_FOLLOW_DIST : specify the distance of following you can also switch the teammate in the same things, using icarus script: aSET: PLAYER_TEAM and yu chosse what team you wanna NPC become in a script. SET_ENEMY_TEAM: and yu can choose what team NPC will fight WIth Set ENEMY, Set Target and SET_CHASE_ENEMIES: true, yu can surely force NPC to fight the target you want in your mod. For binding command, is little hard. i suggest to do on the Menu of game, before starting a level. is possible to set a binding value for make saber of different kinds selectable quickly with f1-f2 etc etcm key with ui_saber command i not know if is possibile to do that for teammate, yu need to code the menu code code maybe, or the code itself, i not sure about the last request, it's the more complicated. i not know if there is a binding cvar function in UI menu that can be setted about the TEAMMATES, sorry.
  3. Hello to alls! As an old modder and mapper of JA (for my mod i am maked actually... mmmm... i builded\edited a dozen of map in my life. I wanna share with all modder, mapper and coder of JA of this community someone that can be very useful for the modder. http://www.sendspace.com/file/sck308 Entity Viewer! Maked by an Unghery man called Biro Laszlo many years ago, these tool can be little helpful. What can you do with that? You can open a JO\JA BSP file and see some information very useful without decompile and studyind a decompiled map. the tool show: - brush used - wordspawn parameters - entity list - spawnflags of each entity, script used, address of scripts, - misc models list. - origin of all entity in the maps. - all textures and shaders used in the maps. that's can be useful for many modder for see the BSP map without decompile that, just for learn how are set, or how work. Is very useful about the original game map. i have all decoimpled JA and JO map for study reason about that, becuasde that's was the ABC of mapping \ modding of jedi knight. Well, that's all. I hope that people can enjoy that's gift. i have that's tool by six years, and i think should be useful to share with other mappers and modders., contact the auctor by all that years i think is pratically impossible. in every case, is not the resolution of all problem, is just an help, an utility for showing map quickly without do a boring decompiling\ studying work about that with radiant. i advide the tool NOT SHOW the map structure. is just for a vision of shader, textyres, and entity. I found it very useful in the years. I hope can be of help for many people. oh, i checked. no virus.
  4. I know how to do cinematic, scripting, etc etc, is very easy use icarus. yu need just the SDK and a lot of experience building some working map. for coding, i am again a rookie, me too WANT to create desperately new force power and want edit SP code for thats. i am doing a mod about legacy of kain and many of vampires skills need to be reprogrammed in the force powers. however i am sorry, i cannot help you doing your work at your place. i am alone with my mod and no one help me. but... i have a little tool that can be VERY USEFUL TO YOU! is a unique thing! i share with entire forum, i thinks is useful to more people. was done years ago by a man of Unghery called byro laszlo. Is VERY RARE and PRECIOUS. is my ace in my hand! is a tool that read BSP files and show ALL BRUSHES, ALL TEXTURES USED IN A MAP, and ALL entity with spawnflags setting and with linking to targets, to the script of icarus etc etc, Without open a map. for see and use map of JA, yu need to decompile, but decompile the bsp of the game is not hard. need simply to do same little istruction in a batch file creating in gtk radiant folder. NOTE: Decompiled Map LOSE ALL LIGHTS. - Some brushes be deformed, if yu recompile a map, the brushes becom,e invisibile in the game or bee removed, a map decompiled and rebuild is full of a lot of crack and holes >.< and the bad things is: yu CANNOT SEE in map file what brush is damaged, so yu need to rtake screenshot of breaks and correct manually the problem creating new brushes. but tha'ts can create an entropy trouble: you can resolve an hole craps, and another hole appear in another place. is veeeery frustrating. so i suggest you to use decompiled map only for see how work and be programmed, okay? For coding. the only thinbg yu can do is to study c++, make patiente and wait some months for some mod with single player coded hacked with force power edited. and you ciontact the auctorss and ask of learning. in this site there is some tutorial about creation of weapons of new force powrer make by eezstrett and in the weapon tutorial thare is on a mr canseco repository that show accurately how to create a new and working weapons in MP with visual C++ and openjk.,. for the few things i learn at moment, create a weapon is not much bad. but force power are NASTY. eezstrett tutorial's are for MP code, NOT for SP, yu need to wait the SP tutorial. :\ i hope, that, if eez or another make a tutorial about sp force power and sp weapons, explain with more detailed alos how to change the sound, efx and animation maked shooting weapons \ force power. for me is very important that. But ... look, people can learns to you, but i think no one can do your work at your place. it's your project. for my mod i never got much help. trust me. if yu want to fing help, maybe yu need to make some forum about your project and find people that can and WANT help you and have time and will of make this. otherwise, your work is only your.
  5. WOW! thanks friend! you have not idea of how many things i can do with that! ... mmm so let me understand. 1 place misc_model 2: cover with physical brushes noclip 3: replace misc_model with misc_model_static. 4: convert the physic clip brushes into a func_door, rotate, bobbing, usable, blablabla. 5: link the misc_model with control+k to the func entity. So, model follow entity movement! That's is great! Thanks for explanation friend! Now i know how to make interactive the little hundred of magicals artefact and map object i am doing for the mod in these days with md3view. O.o instead, if i wanna do a breakable md3 mdel, i place a misc_model_brekable md3 and i set the propers spawnflags as told eez! well well, is not much complicated. Thanks Now i learn one of the few things i not know about mapping. ty!
  6. I never tryed that on gtk radiant, so i not know if is possible. a md3 model of map object can be set as breakeble or animated with func_bobbing, func_rotable etcc etc? maybe also with scripting of ICARUS? or is possible only for brushes converted in that mode with func_ functions? .o i think of yes because in a kor1 map of JA jaden can push some statues of sith lord for open a ground door that lead to a crypt.
  7. Eh? i do the mod for hobby, passion, challenge my brain and for do a sequel amatorial of defiance. i have already all game of Lok saga in my pc, in english and italian language. Is not possible, however to rip a lok map, also using the toools of thelostworlds site like modelex, that can be used for rip map object, or NPC or map of soul reaver 2 and 1 game. in the case of game of soul reaver 1, of 1999, map can be easy converted by 3ds exported with model ex 3 into blender, and by blender to quake 3 map format. i do a try with the old raziel castle of razielhim clan, and this work nice. pity is all triangulate and need a looong texturing work LOL. O.o also because texture of sr1 are really of baaad quality if confrontation with modern graphic. Soul reaver 2: map can be exporrted ion collada format by model ex 4. also artifact. for map object blender, can convert after in glm format, and so i import in 3d max, fix the objescts, convert in md3 format or in case on NPC, after root and skinning with JA skeleton, in XSI -> carcass -> GLM. this work very fine! For map of soul reaver 2, the trouble is: the map are all structural and triangulated, so have too much vertexes., also, in converting in Quake format map, they .... and, become devastated LOl, all triangles and primitives go a part and map is a chaos of triangles in radiant LOL. this is because the maps of soulk reaver 2, but also defiance and bo2 (of that last 2 game not exist a ripping program, is possible to use 3dripper, but rthe result is not much good, 3dripper is good just for take the enemies and the objects, biut the NPC need to be rooted and this is a very BAAD work, for my lucky, a friend help me to root all NPCs and monster of bo2 and defiance O.o ) well, how i told, defiance and bo2 have the same trouble. the maps are too many complex in terms of polygon, mesh etc etc, because are not the map project, but the compiled map ripped file,. so the unique fin is to recreate on radiant the location of Legacy. O.o My friend has help me to do as md3 and also a map file, the Nupraptor Retreat that's appear in blood omen, the first game of saga. blood omen was in 2d , so NOT exist a 3d version of nupraptor retreat dungeon LOL. in any place, not rexist. there is a project of rremake of lok blood omen: blood omnicide. team is very kind and the map of pillars is the 3d remake of blood omnicide. That's is the trouble. LOL, some location of Nosgoth are very... nasty to recreate. :\ also using JA map and crediting the autors, is very problematic because the places are however very different. in every case, was better to redo the map, the original map are copyrighted by eidos square enix. so can get some troulbe to using. in every cose, is impossible to use the map of original games. except the soul reaver maps, but the soul reavers map are very bad with the texturing. the game is pretty OLD. :\
  8. No, i not have a proxy, and i not know how get a proxy, how to configure, and how set without do troubles. My internet is shared with my father and he use for work, so use a proxy can be problematic. the maps i need is the maps of all categories, yes. :S If the map are still presente here on JKhub is better, but i use the some search keuword and many maps are missing. Thanks for Circa if he\she decides of help me. MMM, stop. yu was rights boyz. i am a dumb. many much of maps are here in JKHUB. also, seem look like better of old map as quality. thanks however.
  9. Someone can help me to download these maps? Is for a project about legacy of kain, i need ancients places etc ect. Villages http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38-7&keyword=village#results Cities http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38-7&keyword=city#results Towns http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38-7&keyword=town#results Fortresses http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38-7&keyword=fortress#results Temples http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38-7&keyword=fortress#results Forrests http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38-7&keyword=Forest#results Swamps http://jediknight3.filefront.com/file/Swamp_Training_v2;62202 http://jediknight3.filefront.com/file/Yavin_Swamp_Duel;4477 http://jediknight3.filefront.com/file/TW_Swamp_Training_v2;62203 Montains http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38&keyword=valley#results aves http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38&keyword=cave#results Cathedrals http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38&keyword=cathedral#results Churchs. http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38&keyword=church#results http://jediknight3.filefront.com/file/Silent_Hill;82455 Korriban http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38&keyword=Korriban#results Yavin http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38-7&keyword=Yavin#results Ord Mantell http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38-7&keyword=Ord+Mantell#results Lava and magma zone http://jediknight3.filefront.com/files/search/?search_category=all&fields_name=1&fields_filename=1&game=38-7&keyword=lava#results http://jediknight3.filefront.com/file/Pit_of_Doom;45416 http://jediknight3.filefront.com/file/Rooms_of_Doom;18974 http://jediknight3.filefront.com/file/The_Crack_of_Doom;26219 Crypts and graveyards http://jediknight3.filefront.com/file/Cas_CrypteV2_By_HCFAthanor;99552 http://jediknight3.filefront.com/file/Dark_Crypt;23198 http://jediknight3.filefront.com/file/OmNi_Crypt;21611 Ok stop, the other planets are too much tecnologicies for Nosgoth. Alls files in the categories. :\ i am sorry, in italy download is precluse. ç_ç
  10. Oh, thanks very much Circa. :3 Well, all maps withs temples, ancients ruins, cripts, catacombs, magic, spells, skill and special effects of magical, and cities in old stylies, church, cathedrals, the styles of city and village i need is like "Bluice Nightfall" map in that's site. :\ I am doing a mod about legacy of kain, so i need material for ruin, forests, swamps, montyains, frozen lands, temples, elemental forges, and for rebuild the city of the land of nosgoth. but nosgoth city are in the stirles of the sniper city of filefront, or the city of blueskies nightfall. For weapons and blade and models i am okay, i have the soul reaver model, kain, raziel, all model ripped and rooted and weighted by soul reaver 2, defianbce and blood omen 2, so i am okay. i need also the version oif the mod called "dark forces mod" that add new weapons and new force powrers in multiplayer. pity that autors of dark forces mod NEVER put the source code edited used for do the mod ç_ç so i not know how to create new force powerr in SP for creeate the vampires dark gift of blood omen. :\ thanks for all you can find, i have 2 giga of maps mayterials by massassi temple, butare very little and short and the quality of map of filefront was ever the better. stupid download restriction. :\ a very helpful map should be some map similar to the abyss of soul reaver 1 game . you can find in youtube "soul reaver intro" for understand what i mean. is a giant gorge of green water with gorge and montains arounds. well, legacy ofn kain is a fantasy horrror gothic survival games of 10 years ago. i am working on a The dark projphecy project making in JA for end the saga, i have a lot of map downloaded years ago, but i am sure that's shoul can be some very good map that is missed to my sight. :\ my expansion shgould be for SP, but not worry, i can work also with MP maps. with monsters models i am okay. and for md3 object i have all i need. Ty for all things you can found. :3 (i have many temple, but i think in the last years has been done some good map that are missing for me. >_> )
  11. Thanks Eez. i am a disaster as coder, but i have a long experiences in the classic JA modding.
  12. The first map of the game are the Pillars, obvious, Here Kain start his journey for restore the balance. the pillars appear corrupetd and raised in this map, but i will do ruined and devastated. I think i begin the story with a roq video of cinematic event of the end of defiance and after with an arrive of kain in the area with the Bat Forms. after, a biiiig battle Kain vs some legions of Hyldens and Demons. and at the end, a cutscene with Ariel ghost and, later, with the Hylden Seer (blood omen 2 game) the Seer is the guide for Kain for give istruction about the action for rebuild the pillars and return to the original era of soul reaver. Ariel sure not help kain. was little furious for the missing immolation of his young contropart of this era. XD.
  13. Well, in original, i using the Kain Raziel XIII models, yes, as the first release, maaaany years ago. i use for making some wraiths of Alliance as raziel descendent. yes the mod shoul be a great show, the models i am using now are the original models ripped by the game. is a freeamatortial project and i will credits the software hgouse. some models i recretae in HD (soul reaver 1 corrupted vampires zephonim clan was the more BAD to do.) they passed ten years, the eidos not has more the right of lok, now they go the square enix and square enix is now busy in the new game of nosgoth. The mod is freeware so what's is the problem? O.o Models of defiance, soul reaver 2 and bo2 are very nice and detailed. i get some issue in the physic and weight, but they work on modview all pretty wells. And yes, should be a great show, i am trying to contonue a story ended ten years ago. Ashura: NO, i am not using google traslate, is my bad english. sorry Minis: at moment i not need models, the unique model i need is the Hylden King, but a friend is still working on that. also for external of Vorador Mansions, and for a Soul Chatjhedral created on the ruin of Sanctuary of clan of soul reaver as residence of the wraith clan. how is possible that's be other wraiths i explain at the end of the story. Elder God jokes. >_> However, my more horrible trouble is for the coding, because i am a disaster like coder and SP code is again a new territory for every programmers. :\ f someone can give me a little hand on the code, can contact me. i NOT want someone do the job for me,. is not correct. but if someone can explain me how to create the class damage weapon, the saber charging reaver and the new force power\dark gifht of vampires with a tables like that: https://github.com/srcanseco/JKCup/commit/4721050089fb9b1bc43fcd44a3fa86659912ee2d i use visual studio 2010 and open jk code. i l know some rudiment of C++ but i am not a programmer. in real life i am a science fiction writer, but the book i publish for moment is not again traslated in english. is in a leterary banishment. if goes to final, (12th of 64 places in top ten ... i need again a 50 of votes >_> ) maybe i can do a translation. Italian market of book is saturing and sf is not a kind of book for my land. ._. and really, i not like much to live and to be italian, but i cannot change that, sorry. Here a screnshot of a model: is a pries of avernus of defiance, of the Mortanius cultist of Hash Ak Gik, rigged and animated with JA skeleton. i do the same thing with ALLs lok models O.o i pass all summer to do the rig works. now i am doing the MD3 objects for the New temples.
  14. You can do simply with a little pack that substitute jaden_male and rosh penin model. watch out to the address of the .Skins files. also, reset the parameter of Sound.cfg files of two models. Yes, should be VERY FUN Jaden apperenace is too much of a "perfect superman \ superwoman" that's for me suck. I loved the old movied of SW, because the characters are not superbeautiful like in the new trilogy. they seem like normal peopls in a smaller conflict. a rebel pilot, porkins was very fat. XD Ah, nice time, when movies's hero was not all Supermen :\
  15. Uhm, sorry, i pasted somethings, of My notes about the project, asgarath and rekius are two reavers like raziel. is a long story. I am sorry for error of digitation, i am reduce by an influence, and in every case, i have some problems of heals, so when i digit on the keyword i shake my hands. :\ Try to not anger with me for that. :\
  16. Do you Know? Legacy of Kain is an old saga of 5 adventures game of 1995-2003, Blood Omen, Blood Omen 2, Soul Reaver, Soul Reaver 2 and Defiance. Was become by silicon knight, after by eidos interactive and at the end the the story end with an open cutted final. Now square enix has doing a game about legacy of kain world, but is a moba complety disconneted by the trama of old games. I am doing my project as hobby by six years, but only in the last years i found a truly help that boost my realizzations. this is the story of LOK for people that not know the game: . eidos never product rthe sequel, the dark prphecty, so the story, never be ended. defiance has a gameplay VERY VERY simnilar to jedi academy. And so this is my idea:; a mod conversion of JA, that allow to kain to end his task. i am working abount that by years. at moment i am doing the md3 map object., i have already all enemyes of souol reaver 2, blood onme n 2 and defiance animated and workied as NPC for the game. the project is very ambitious: some material i found in the Blood Omnicide project, a 3d remake of blood omen. i have a large amount of materials but i am alone on that. If someone can help me i be very grateful. The trouble is ... the code. because my project is a SP. and i need to do some manipulation of thre code. I have already replaced ALL weapons of SW and all Force powers, in sound and effect, for making the vampiric spells or the elemental shot. this is the list of what i need. i am not good to code, i am simply a newbie, and i have very troulbe of heal in real life that slow me very fast. at the end, for me this is an hobby. But if someone can help me with something i credits and be ever grateful. Sorry for my bad english. Here there is what i need: Well... i post here, for having some idea, or help for doing that's things on my expansion. sorry, but i am ALONE with thgis project, i have just a friend at moment that help me with graphics. news powers can be used by item dislocated in the level
  17. Filefront is become a thorn on my side for this last years. They policy of download of gamefront cut out of any download cpc of clients situated in some countries or territories. i am italian, so i cannot download more nothing by filefront. Italy are unsupported. bad bad bad, i am doing a mod, and some material was needed. filefront also is very old,. is pratically impossible to contact the original autor of mods for asks permission e \ o helps.
  18. I wanna working to do the same thing nof the force powers in the Single player, Jedi Bantha, i am a newbie for code, and i am doiung a SP mode with some new weapons and new force power i need to a force stun \ paralysiss power that lock moviment of spedd or making as animation of blockin the "BOTH_COWER1" and also i need a powert that blind the en,y reducing rthe virrange for a large ampountof time, and some kind of poison power. If yu are success on do that's things, yu can learn me to me? Please: :\ i am reallyu become crazy withb that things. also, i need a a power that make Not solid thre user or thje NPC, so can be hitted onkly by Force power, but not by swords or melee . a soul devoring power, vbut i think i can do something like a FP_dRAIN with differente effect and at leasdt, a teamHeal power.that cast on the NPC of teeammate near some HP for healing the squad, like the team heal in the MP. i wanna doing a fantasy mod explansion basated on the Legacy Of Kain. the last trick is a poweer that get infinite force point at max value fgor tot amount of secondo, but at the end of time the player has NO force. another curious power shoul be some like a teamrage, a teaprometect and teamabsorbo for the enemy. or a lightning thata make paralasysis on enemy instead of damage. Thanks for Any help on that. THat's is a start point in every case. ù
  19. It's month that i am destroy my brain on this tnings. Thanks Canseco. My trouble is: my mod is for SP: how i can do that thing on the SINGLE PLAYER , for weapons, and TOO, for force powers? On SP, not or Mp. O.o
  20. i am a bad engine scripter, but i know something of mapping and icarus script. Rotaint doors: yu need to create a brush for the door and another brush on middle left\right edge of the door brush textured, in gtk radiant with system \ origin shader. after, yu select the 2 brushes and make it like "func_door" entity. also, set for the door a "script_targetname" rotatedoor as value. build the map. do a script that start with some trigger or force push func button or anyone kind of target_scripturnner issue or Usescript ... and in the script tell: affect "rotatedoor" <- the script targetname of the door, NPC_targetname is for chars, script_targetname for the interactive entitiy ojects. and yu set to move 0 -90 0 degrees. or 0 90 0 degrees thiscreate a door that when is triggered rotate on the origine edge changing script value at 90 0 0 or -90 0 0 or 0 0 90 or 0 0 -90 and yu can get a door that, when triggered, rotate itself on the six different direction by 90 degrees. yu need to do 2 scripts and 2 trigger multiple, if yu want a door open \ close. this is a little complicated work. also because yu need to deactivate the triugger multiple that open the door at the end of the script, or every time player \ npc touch the trigger the door continue to rotate to innatural angles XD. when the scripter for close the door, is end,yu need to deactivate the trigger or func button that close the door and acrivate the script \ button that open, this cycle the door function. is little hard. good luck.
  21. Ridley, i see a thing with visual solution: that's is the procedure of build 1 - download open jk 2 - open and save the solution "jediacademy" with visual studio 3 - in build, yu need to check the box options of the bulding start only the final compilation and the relase. the debug compilation can crash for every stupid minimal synxat error issue not recognized by visual studio. 4 - yu get he dll and exe in the "bin" folder 5- when yu start a new compilation, delete or cut by the bin folder the previous exe or dil because i see that put old dll and exe in the folder bin , give me error and stop the build. That's all for get thje compilation. after. yu do a back up of original EXE and jax86.dll file (so yu can use again if yu ghave trouble without reistanll ja or jo by zero) and put in another folder of gamedata . i created in gamedata a folder called "originalexe, and put a copy of jasp.exe and ja86.dll
  22. I know, but i ask 1 month ago... and no one answer me to the topic. :S http://www.jacoders.org/forum/viewtopic.php?f=17&t=269 If some one wanna help me or give me same suggest, told me in this thread. plz.
  23. Hello! Yu already know me in chat, eezstreet , do yu remember? the italian boy that wanna do a fantasy mod on jedi knight game? Really, i try to lean C++ but ... programmation is not my ability :s i am more good like mapper or modeller, or scripter or efx or modder. i see the magistral work yu conitnue to do to the code, but i wait to download the project becayse more time pass, more better is. I have a little request: i can resolve much of my trouble with the gameplay of my mod if... ehm... well, add new weapons slots and force powers, or unlock single player weapon of NPC for the player, too, or "clone" a weapon creating a new slot with different efx and damage parameter, well, okay, damage with open jk can be set in weapon.dat, very nice this implementation. uff this i svery HARD to do, so i not ask this. i think to my problem for some month and i found another solution hthe solution is: creagint comamnd parameter for NPC, WEAPONS and SAB filesthat allow to JA to be like an RPG in damage , like KOTOR. for example. not should be wonderful? Ehm... the think i wanna ask is: can yu add on the open jk the follows commands for weapons.dat and sab files, so all modder in futre can create every kind of sword and weapons?? O.o the command needed is: For weapons.dat and also, for sabers. poison : if set to 1, projectile or blade hit make poison like interrogator droid melee, if set to -1 the projectile can recover HP instenad of leave. note for saber: poison is only for hit npc, not for hit func_breakable poisondamage: for weapons. dat e sab file:amount of Health point that recover or subctract every second. poisonaltdamage: dmg of poison for alt attack, only for weapins.dat poisonsplashdamage: splash radius of poison when projectile or sword hit a surfaces or a body poisonaltsplashdamage:: splash radius of alt attack of weapon for poison projectile. classdamaged (name of the class that can get differenzial dmg from the weapon, like DEMP2 is deadly for the droids class but unuseful for others. this allow to a sword, or a weapon, to be more dangerous for a class ) example: classdamage CLASS_GRAN classdamage2 CLASS_WEEQUAY etc etc. mmax amount of class that can get differenzial damage: emm, almost ten. O.o classdamage: for sab and weapons.dat: if set to 1: amount of dmg. (make a weapon get differenzial damage on the class in the previous list. example: : If classdamaged2 is CLASS_GRAN, classdamage2 set the damage for the GRAN class. little complicated, but this function allow rto create EVERY KIND of sword or weapons... a sword that slaam the drois, or a deadly sword of the force that not do dmg to the droid but can do dmg to the living forms! O.o splashclassdamaged and splashclassdamage: like the previous, but set the damage of the splashradius parameter for this classes. example: splashclassdamaged3: CLASS_GRAN and splashclassdamage3: 250 : Gran class hitted by splashradius of weapon or sword get the differenrial damage of 250 instead of default value of weapon O.o Special parameter for weapons and swords: this paramters is like moveanim and animspeedscaledamage: Like animspeedscale value, but affected enemy hitted NOT, the player that use weapon or sword.: ns hit weapon hit slow animation of enemy movement by the value by 0 to 1 for a certain time. 0 is nothinmg, 1 is animation freezed. animspeedscaledamagetime: amount of second that during the efx of slowing \ freezing, animation movespeedscaledamage: like animspeedscale but reduce movemend speed of walk, run and yaw of enemy of amount, set by 0 to 1. 1 freeze enemy movement. movespeedscaledamagetime: number of second of slow or freezing movement of enemy Stun\ blinding \ sonic weapons for sab and weapons.dat Blinddamage: the enemy hitted by the weaoon or sword reduce his visrange to this value. blindtime: amoont of second of reduced visrange. O.o sonicdamage: the enemy hitted by the weapon or the sword reduce the earshot to this value. sonictime: amunt of second of duration of sonic dmg. Hitanim: when the enemy get hitted by this projectile or sword, do the animation BOTH_(NAME) specified. so, if enemy get hitted bu u a sonic sword or a sonicweapon can do BOTH_SONICPAIN animation (see the howlers sonic attack) For NPC files: weaponsresistance: name of the weapon the NPC has a resistance. resistanceamount: name of the dmg absorbed by NPC. for example: if a create an NPC called magma_elemental. and i set in NPC file weaponsresistance WP_BLASTER, weaponresistance WP_THERMAL and mod blaster for be a fireball thrower weappons and WP_THERMAL for be a fire grande weapons, and set weaponresistanceamount by 0 to 1 in decimal value, this NPC absorb this damage in proportional: so, if the elemental of magma has set this comand to 1 in the two cases, mmm become IMMUNE of the damage of BLASTER AND THERMAL mmm, okay, i not have other to ask. Ehm, why ask if is possible to add this command to weapons and sab files? well, because so is possible to create with modding: poison \ healing spells \ weapojns blade, \ projectiles. freezing and slowing spells, \ weapojns \ blade \ projectiles elemental weapons . Ok, if yu like my idea... tell me. i will follow this topic. bye!
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