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  1. Hey everyone! Hope you can shed some light on this tricky question. So I've been tinkering around with adding some new features via ICARUS, but I've ran into a big roadblock. I've scoured the ICARUS manual and forums and can't figure out the answer. How can I define/manipulate a variable (or PARM) that is global? For instance, at the moment, I can define a variable named test_var as a string with value of therfiles. However, that value and variable will only be set for the entity it is ran on (most likely, the player). So, if we ran a check on another entity, let's say an NPC, it would have no value for test_var What I'm looking to do is define a global variable. For instance, the variable test_var would be set as a string. Then, a script ran on the player sets that variable to therfiles. Then, if another entity runs an IF statement check on it (again, let's say an NPC named Bob), the NPC would also have the value of test_var to be therfiles. If that doesn't make sense, let me explain it another way. I want to make a variable that every entity knows exists, and how it is defined. I then want any entity to be able to modify it, and that would it's global definition. Then, any entity could run checks on that variable, and receive that the value is the input that the other entity used. For example: Global variable var1 is hello. NPC_1 sets var1 to goodbye. NPC_2 runs an if statement check on var1, and the value is goodbye, not hello. One thing that has alluded me is how to set global commands. It seems like any scripts ran via console or even in a map are executed on the player locally. How can I achieve such an effect globally? Is that even possible? This will really help make scripts that are generic and can be set to any NPC to do what I want. Thanks guys!
  2. Heyo all... Basically, I have two questions, but the first one is top priority: 1.) I'm working on my new HUD still, The "Droid HUD" and I've been trying to find a way to change position of the weapon/force/inventory icons in it. Basically what I need is have the menu of these positioned higher on the HUD so they can be seen when I scroll through them in-game. But I find nowhere in the "hud.menu" file where I can change the X and Y offset. Where do I do it? And it won't affect the positioning of these icons in the single player datapad viewing I hope? 2.) it would be of great benefit if I could also add so that all force-powers I am currently activating, are seen as icons, until duration of force effect. For example; I am using drain, or grip. By default, no drain icon appears while it's in effect - unlike Protection, Absorb, Seeing, Speed, Dark Rage... you know the drill. What I do want is that icons are shown for ALL force powers that ARE currently in effect. If I use grip, the grip icon will appear. If I use Lightning, lightning icon will appear. Push, pull the same. Saber throw, too.How could I make something like this? I'm no pro coder though, so please be patient with me. MANY thanks in advance! Have a nice Sunday!
  3. Hiya, I got these .pk3 files of Darth Maul and Savage Opress, but they only work on Jedi Academy Multiplayer. Can someone help me to make them work on Single Player, and make them appear on the character select list? Here's the files: https://www.mediafire.com/?a4ikf1c93co55wm https://www.mediafire.com/?2n8og3az7j63zzb Thanks in advance for your help!
  4. Hello, im 8T88. Basically what I want is some help to launch the beta of my mod I have developed some scripts that allow you to use new powers through NPCs. Choke group: * Force Choke * Force Grip * Force Crush Telekinesis Mind trick group: * Force Persuasion * Force Corrucption * Mind Control I have also improved the force sight to see in the dark I created the force dash http://jkhub.org/files/file/1934-dash-for-jedi-academy-by-8t88/ A new menu for using any type of saber from the start of the game And More Also, I recently purchased a pack of models forums movie battles. All from The Force Unleashed
  5. I've been trying to make several scripts and a map, when you can use a turret to destroy flying Tie Bombers in the skies (the models are misc_model_breakable and use ROFF animation to fly via scripts). The models work just fine, but the thing is that I wanted to make, so that you can destroy them via the so-called misc_panel_turret. People, who played JO, can remember this option on Nar Shaddaa, while defending the Lady Luck from thugs, while JA fans came across this on Byss in space. There is also a similar case on Vjun map. Now the thing is that the tie bombers (which work the way they do on Vjun map, where they prevent you from coming through the canyon) can't be destroyed with misc_panel_turret. But they are destroyed easily with emplaced_gun (this was made on Vjun by the way). If I put Tie_fighter.md3 instead, misc_panel_turret destroys them without problems. I made several tests, the turrets destroy other things (like breakable brushes or NPCs), so I think, that there is something about tie_bomber.md3, which prevents you from shooting them with misc_panel_turret. When putting a bomber in misc_model_breakable, a small blue flare is also visible. I tried this in different versions of GtkRadiant. All the same. So what's the difference if any in the parameters of tie_Fighter.md3 and tie_bomber.md3?
  6. Here is the script to bring my elevator to the top floor. //Generated by BehavEd rem ( "Begin Elevator Function" ); wait ( 1000.000 ); affect ( "elev_dr_dn_lf", /*@AFFECT_TYPE*/ FLUSH ) { move ( < -88.000 6000.000 -2188.000 >, < 0.000 0.000 0.000 >, 500.000 ); } affect ( "elev_dr_dn_rt", /*@AFFECT_TYPE*/ FLUSH ) { move ( < 88.000 6000.000 -2188.000 >, < 0.000 0.000 0.000 >, 500.000 ); } wait ( 500.000 ); affect ( "elevator", /*@AFFECT_TYPE*/ FLUSH ) { move ( < 0.000 6080.000 -304.000 >, < 0.000 0.000 0.000 >, 5000.000 ); } wait ( 5000.000 ); affect ( "elev_dr_up_lf", /*@AFFECT_TYPE*/ FLUSH ) { move ( < 168.000 6160.000 -304.000 >, < 0.000 0.000 0.000 >, 500.000 ); } affect ( "elev_dr_up_rt", /*@AFFECT_TYPE*/ FLUSH ) { move ( < -168.000 6160.000 -304.000 >, < 0.000 0.000 0.000 >, 500.000 ); } I need to create a script to check if the elevator is at < 0.000 6080.000 -304.000 > already. If it is then I want to just play a sound. If it isn't then I want it to run the above code to bring it up. I have been wracking my brain trying to figure this one out and I am stumped. Someone PLEASE help. I can't go forward until this is working!
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