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Weapon Model Properties Possibilities Hey, I was wonderin' if this was any was possible to do... Is it possible to create a saber model weapon, & when you use Alt attack (A.K.A. Saber Throw) if only part of the model will be thrown, & the rest would stay in your grip? If this is in any way possible, please tell me, for I got some unique weapon ideas if this is indeed possible. Thanks in Advance |
Re: Weapon Model Properties Possibilities No. :/ |
Re: Weapon Model Properties Possibilities Saber throw just chucks the whole mesh so.... :clueless: |
Re: Weapon Model Properties Possibilities Ah....kuso... *shrug* M'kay, just askin' ^_^' Ok, I got another question. And this is for a SP mod, so keep it in mind. Y'know how you have different guns in your arsenal at the same time? Well, is there a way to configure anything at all so that you would have multiple swords? Now, when I ask this, I'm thinking of perhaps a large sword, a smaller sword, & maybe some daggers. |
Re: Weapon Model Properties Possibilities There's only one melee weapon slot coded in, if that answers the question. :uhm: |
Re: Weapon Model Properties Possibilities Ah, double Kuso.... Is that hard coded in? |
Re: Weapon Model Properties Possibilities Barring source code releases, is there any other kind? sux2bus |
Re: Weapon Model Properties Possibilities Ah....*sigh* ok, could you replace the fist Melee with a weapon, daggers per se'? |
Re: Weapon Model Properties Possibilities Depends on how the fist melee is set up. If, like the first-person guns, it's a seperate model, you could replace that model, however it wouldn't show up in third-person. |
Re: Weapon Model Properties Possibilities Well, Basically what I'm aiming for now is to have your standard saber weapon (a sword in my case), have all of the guns normally in there (replace with new gun/projectile weapons) and the melee weapon (replacing the fists with daggers) Could I do this? I'm just trying to be a bit specific now |
Re: Weapon Model Properties Possibilities As I said, it really depends on how the melee is set up. |
Re: Weapon Model Properties Possibilities Well, y'know in MP melle is set up, you're in 3rd person & swinging your fists. What I want is to be set up in 3rd person as well, but bolt two daggers into their hands & use the dual saber animations. |
Re: Weapon Model Properties Possibilities Wouldn't it be possible to use cheats to achieve the effect you want? I did something like it once, by binding "saber [weapon name]" to the '2' key. Would it be possible to script that? |
Re: Weapon Model Properties Possibilities I bet you could find a way to have it NOT chuck the whole mesh, it would just take some real delving. you could always make the effect inherent to one model by making a playermodel that has the part of the weapon that should stay in their hand modeled into it, and the saber they use is the other part...it would require reanimating the throw to not open their hand, and lining it all up properly. |
Re: Weapon Model Properties Possibilities Hmm, I might experiment with that, Marshal and Isla.....that's not a bad idea....I was thinking of something liek that for some Enemy NPC's I was gonna make, Thanks. |
Re: Weapon Model Properties Possibilities welcome :D it would take some work though, just to make sure you understand. Some real work. |
Re: Weapon Model Properties Possibilities Eh, I know...I cna handle it ;) |
Re: Weapon Model Properties Possibilities I trust you can |
Re: Weapon Model Properties Possibilities Marshall's way works, I use it in SP all the time. You still only have the one 'saber' slot, and two (or more) saber bind keys. The 'saber' key would behave like normal default JA, and the other two binds would just change the weapon that you use with the 'saber' key. If you didn't need the default saber key, to say turn off a saber since you are using a sword, you could put your binds on that as well. When you bind your keys though I would recomend that you also specify what stances to use. Changing weapons will sometimes mess up what stances you use. My binds look like this: bind f2 "saber kyle; setsaberstyle medium; addsaberstyle fast; addsaberstyle strong" You could also use other styles and adjust speed that way. But if you change speed in the bind it will affect all npc's weapons as well. On second thought use a .sab file to change speed. |
Re: Weapon Model Properties Possibilities sounds sweet and yea Marshall is right cause i use Gray Fox sword (SUPER FAST) with Gravity Hammer (SUPER POWERFUL) it wins agains dessan and Tavion/Ragnos every time WOO and if u make a partial saber throw a Gundam Death Scythe's Scythe would be needed since it ROX |
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) ------------------ 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? ------------------- I know this seems to be quite a bit, but any help on these would be much appreciated ^_^ |
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. |
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 >.< |
Re: Weapon Model Properties Possibilities #3 would be impossible, for the same reason as #4, no source code for singleplayer. |
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 |
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' >.<) |
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? |
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. |
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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