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SW:JK3 Modding, Mapping and Editing
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Old January 17th, 2008   #21
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Default Re: Weapon Model Properties Possibilities

Ok, now I get what you guys were saying ^_^'
I tested that out, and it works great. Now, here's a list of more Weapon related questions (in no specific order)
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1)How can I turn off the weapon icon graphics in both the SP level startup screens & in-game scrolling?
2)What's the exact code string you need to inclue in a .sab file for damage scale?
3)How can I configure a zoom function (obtained from a downlodable script) that I can use using the mouse scroll button in both/either 1st & 3rd Person view?
4) What would be the easiest way to intergrate the Holster system in OJP into a SP Mod?
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I know this seems to be quite a bit, but any help on these would be much appreciated ^_^

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Old January 17th, 2008   #22
....what?
 
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Default Re: Weapon Model Properties Possibilities

1) You'd have to remove it from the UI files, but in my experience, selecting a weapon with no icon can cause troubles.

2) 'damageScale' But be warned that it only works with v1.01, as the majority of saber properties were added after Jedi Academy's retail release.

3) You'd have to code in new control functions.

4) Simplest answer, is that you can't. Anything that involves source code editing, puts the SP game out of bounds for such an idea.
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Old January 17th, 2008   #23
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Default Re: Weapon Model Properties Possibilities

1) Ok, i'll keep that in mind. I was just asking just to see if I could

2) THat's ok, I have the patch

3)Would that be too hard?

4) Kuso....well, there goes my idea for the holsters. SO, it only works in a MP mod no matter what, huh? Too bad >.<

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Old January 17th, 2008   #24
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Default Re: Weapon Model Properties Possibilities

#3 would be impossible, for the same reason as #4, no source code for singleplayer.
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Old January 17th, 2008   #25
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Default Re: Weapon Model Properties Possibilities

Guh!......double kuso >.<.....

Hmm...well, what about a "Progressive Inventory" system for weapons. Would it be possible in a SP mod to create a system that if you obtain a particular weapon (i.e. a gun or sword) that you could use it later in a different level?

Also, how do you think would be the best way to set up the startup inventory set for a character in a multi-character SP mod? (such as in Survival Mod II0

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Old January 18th, 2008   #26
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Default Re: Weapon Model Properties Possibilities

Another question. How would you be able to make the weapon selection screen similar in style to th eone in "Escape Yavin 4" in both a SP & MP mod?

(P.S....I couldn't edit my last post, so don't bash on me for 'bumping' >.<)

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Old January 22nd, 2008   #27
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Default Re: Weapon Model Properties Possibilities

Yet another question...

Any way to turn off that annoying feature for multi-bladed weapons from turning all but 1 blade off?

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Old January 23rd, 2008   #28
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Default Re: Weapon Model Properties Possibilities

I'm not a mapper but it seems that if you make levels lead one into another then you keep your weapons. This does not seem to be effected by cutscenes either. Think back to Hoth, Vjun, Taspir, and Korriban, when you picked up a weapon in one level then went to another within that same level, you got to keep it. You only lost weapons when you went back to the menus.

For multiple characters, I think Izanagi used multiple npc files to give them all their stuff and then when the level began told the map to use the 'playermodel' command to switch to them. That would explain how the droids and clones knew to attack the player dependent upon the team of your character.

I think in 'EY4' he used many different menus. So when you completed a task the level would prompt for 'menu x' or 'menu y'. The menus were not being changed, you were just given different menus to choose from.

I cannot remember the command right now, but it is in the .sab readme. It may be something like 'nomannueldeactivate' or something. When you find it to use it effectively you will need to use the command and put the number of the blade you do not want to deactivate behind it, example:

nomannueldeactivate 1
nomannueldeactivate 2
nomannueldeactivate 3
and so on.

I used this on a five bladed saber, and sometimes the blades would stop doing damage. I would have to switch sabers ala saber binds back and forth in order for it too start doing damage again.

If any of my ideas about mapping are wrong, anybody feel free to correct me.

Last edited by katanamaru; January 23rd, 2008 at 01:20 PM. Reason: , and spacing
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Old January 23rd, 2008   #29
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Default Re: Weapon Model Properties Possibilities

hm unless theres a target_levelchange pointed at a trigger_multiple/trigger_once that is hit, you keep your weapons...I believe.

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