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  1. I have a nonsolid droid run a death animation at the start of my level. If I cast Force Lightning in its direction, it'll pop back onto its feet. Any lines I can use in bED to stop that from happening? 😃
  2. Hello! I need help with ICARUS scripts. I don't know English well and it's just hard for me to translate tutorials. Can somebody tell me the steps to follow? Please? I'm trying to make a rotation. Tried to adapt a script from vjun2 but it did not work. (model that should rotate just disappears from the map).
  3. Hey there! I've been trying to play as old Ben-Ben for a while now, but every time something comes in contact with him, or near him, the game crashes. http://www.mediafire.com/file/wekn72z89skpe8o/tfuben.pk3/file The file was from Seven's WIP thread, and I slightly altered the face texture and modified it so that it would show up as a new species on SP. I also renamed him to bkenobi, instead of benkenobi (it conflicted with another 'benkenobi' mythos mod I had). When stormtroopers shoot at me: if I deflect the blaster bolt, or even if the bolt passes next to me and doesn't
  4. It seems I had more knowledge and skills 10 years ago I guess. Before I've made a map in GTK Radiant, but now after all these times it seems I forgot how to use GTK Radiant, cuz to shortly say, it won't display anything when I try to open a map file. It displays nothing, no textures, no objects, nothing. Maybe it's cuz my JA is installed on a different drive (Not the default C:). Maybe it's cuz of Windows 10, who knows... Anyway I want to quickly add a different model (for example in a map with 4 JediTrainers I want one Luke, so it will be 4 JediTrainers and 1 Luke, OR if unable to add, t
  5. Hi there I need help in making npcs shoot faster in single player. i moded weapons.dat for WP_BLASTER to shoot faster and it works for main character but for stormtroopers who have e-11 blaster they are shooting one projectile at a time. From experimentations intelligence ,altfire attributes in npc files do not have any effect (is it hard coded somewhere ?). Any thoughts how to solve this problem ? Thanks in advance !
  6. Hi there ! Long time no see ? This is the current pipeline: edit code in function-> compile code -> run the game -> load a save -> test modification So you can see the problem now . Any small changes to the code requires long time to test . Question is how to reduce the pipeline size (or reduce modded changes testing time ) ? Some hypothetical examples: eg1. run the game-> load a save (or map) -> edit code in function during program execution -> test modification eg2. run the game and load map in single command -> edit code in functi
  7. So I recently found this mod: https://jkhub.org/files/file/3512-jedi-knight-revan-by-prefxdesigns/ Decent, except for one problem: it does not have Single Player support. I contacted the author, he admitted to not having the motivation to add Single Player compatibility, so that is why I am here.
  8. Hello! Is it possible to open the saber style menu, allow the player to pick a second one and then return back to what they were doing in the same level? My experiments so far are taking me to new levels or the mission select screen. Any help would be greatly appreciated.
  9. Hi! In my mod, I have two padawan characters which can be sparred with as often as the player sees fit. What I want is a third character to trigger only when the first two have both been bested at least once. I've done something similar already with the remotes. If you defeat one, you unlock the option to spawn two and so on up to five. What I'm struggling with is how I can set it up so that I have to beat both padawans at least once in any order before unlocking the third opponent, rather than beating the same padawan twice. Any help would be greatly appreciated.
  10. Hey guys, I'm wondering how I can make corpses instantly disappear, while having a sort of explosion as they die. I want this to happen with all NPCs and Players that die. This is going to be for my Sword Art Academy mod. Unfortunately, g_corpseRemovalTime isn't quick enough, as I need it to be instant. If at all possible, I would prefer to do this without coding, because I can't code for crap, thanks
  11. Alright soooo I've been trying to either come up with my own customization for Jaden at the start of the game to make him into a pureblooded Sith (for those of you who don't know or haven't played swtor, they're basically evil looking red skinned species that inspired the sith order). I found a mod that was already completed here: https://jkhub.org/files/file/3358-sith-pureblood/ and I tried to just modify it to make it a customization option but I couldn't get it to work. I tried making an npc file for it and I even compared the player model folder to another file that was a customization opt
  12. I've been wanting to make a Single player Campaign remaster for Outcast and Academy, by assembling a bunch of mods, and high quality player models. I've frankensteined/re-textured a new Kyle Katarn Player model, and I want to use him in the cut-scenes of the 'Jedi Outcast - Academy' mod, that lets you play the single player campaign for Jedi Outcast IN the Jedi Academy engine. In the cut-scenes, he plays all the wrong animations. In the 'Jedi Outcast - Academy' mod file, they use a particular model that uses the JK2 _humanoid gla animations specifically for cut-scenes. I've heard you have t
  13. Hi! As the title suggests, I'd like to have a model in my map continuously rotate, but I'm unclear on how to achieve this and I haven't yet found a suitable tutorial. I did try creating a func_rotate and giving it a key "model" or "model2" and setting it to my desired map_object, but this didn't do the job. If anyone could chime in with some advice, I'd be very appreciative.
  14. Problem: I put together a short cutscene for the end of a level. This is purely dialog at this point aside from the opening camera movement, no look_targets or animations or anything. I thought I'd sorted out the sequence, but apparently not. After Jaden's first line of dialog everything stops. I've checked the npc_targetnames and all 3 are correct; they're also checked as "cinematic" in GTKRadiant. After a minor scare, all dialog files are accounted for and filepathed correctly. I'm really unsure what's preventing this from working. Hopefully, this will all make sense to me when I wake up f
  15. I've an NPC who delivers dialog when interacted with. She speaks without issue and then we fade to black. During that time the original NPC is removed and a new one is placed on the dueling mat opposite the player. When the player hits 1HP, the NPC does a quick emote, says a line of dialog and then we fade to black again. While the screen is faded out, the original NPC is respawned and the one that was on the dueling mat is removed. My problem is that when the original NPC is respawned, she won't deliver the next line of dialog by herself. I've tried this two ways: First is to simply put thi
  16. Hi everybody ! Firstly I'm French, my english can be a little strange or totally bad, but I try to do my best. I follow this website since many years, but I never posted something, so its my first post here. I'm a big fan of Jedi Knight Series, but its Jedi Outcast wich make me still play in 2018, for many thing, like its saber gameplay for exemple. So, my problem now ^^ I'm doing a Mods Pack like KotF for me and my friends, but for Jedi Outcast. I converted many Models/Maps from Jedi Academy to Jedi Outcast. Now, I want to make my Bots talks, some years ago my bots was talking fi
  17. Now, here's the thing, I was able to get the sword set up in the menu, but it has a saber blade sticking out of the side, whereas I just want the sword.
  18. Hello, unsword here, some of you may know my old ffa3 yavin entity modification that I've originally posted to jk3files. At a time most basic brush manipulation, placing non solid *.md3 models, retexturing and inserting additional play room with bsp models was enough, it really isn't anymore as I've visited some very creative modifications out there, and came up with ideas on my own. Spent the last couple of weeks trying to figure stuff myself but I guess I'm not bright enough Thefore, as suggested by Circa, I've came here to ask you guys for help. 1. a) bmodel manipulation. Right here, b
  19. Concept: Possibly have the main character in an SP mission be either shorter or taller than the default value. Is there a way to define the modelscale of the player in either the newgame_first.menu or via icarus scripting?
  20. I feel like I've been making dozens of these recently! A particular target_activate in my map doesn't seem to be working and I'm struggling to work out why before sleeping on it. I've two doors which open together into the main dojo. The key/value combinations are as follows: angle 270 (and 90)classname func_doorsoundset impdoor1spawnflags 128 (inactive checkbox ticked)speed 60targetname arenaentranceteam duelwait 5 I've then made a target_activate, the targetname of it is "arenaunlock", the "target" is "arenaentrance". Finally, I have a script which reads as follows: //(BHVD) rem ( "The pl
  21. I did a quick mock-up of what I'm after, pay close attention to Kyle's movement when he approaches the player. The waypoints in the map are strung together in a perfectly straight line and the navgoal which Kyle is running to from his starting position further down the corridor (there is only 1 navgoal, the one he's running to) is also sat along this straight line. If the player hits the trigger close to the edge of the corridor, Kyle just runs straight up and stands normally. If the player approaches the trigger via the center of the corridor, he does that weird turn upon approaching
  22. Hello Fellas. Since I started with BehavED once more I have a problem with vehicle scripting. I made a little ROFF sequence where my ship (e.g. xwing) just fly straight and then going down to the landing pad. All works fine but now I need to know how I can initiate the landing sequence (closing the s-foils). So maybe theres a command via BehavED who can be used or other techniques. At the moment this is my IBI script:
  23. Hey guys, I've recently made a mod for Manual Blocking in BaseJA using the +Block command, but I'm thinking about editing some code. These are the things I want to do: Make Swinging take Force EnergyMake Kicking take a lot of Force Energy (possibly all energy)Make Running gradually take Force Energy, you must walk.Make Blocking give you Force EnergyIf you don't have enough Force Energy, you can't swing, you must blockIf possible, I also want NPCs to block sometimesMaybe make g_autoblocking and +block work for MultiplayerIf possible, maybe make it so that these things only happen if g_autoblo
  24. I've recently come back to Jedi Academy and have been looking for new character mods to play with. One such mod was Revan Knight's Kylo Ren [https://jkhub.org/files/file/2626-kylo-ren/].I noticed it didn't come with the cross-guard lightsaber, so I installed DarthMatyr's version [https://jkhub.org/files/file/2609-kylo-rens-lightsaber/] of the saber, as Revan Knight's mod suggested, in the hopes that any Kylo bots would spawn and wield that lightsaber. But for some reason, the bots do not spawn with the saber- they instead spawn with what appears to be the Firebrand hilt. My question is: is t
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