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SW:JK3 Modding, Mapping and Editing
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Old December 3rd, 2009   #11
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Default Re: Gunslinger's Academy

well, it dosent have to be a total class system but like, choosing what perks you want... Like the forcepowers... only problem with that is that someone is gonna find a combination that is way to OP that everyone uses... Just an idea to break away from the "Run and gun" kinda thing we see alot of the time... Personally i think alot of aspects of forcemod 3 could be integraded, like the camo and optic radar that allows you to see target through walls if there a certin distance. its your mod though so you do what you think is good.
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Old December 3rd, 2009   #12
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Default Re: Gunslinger's Academy

I think a skill points system like that seen in OJP/JKE would be nice in this.
It's a great compromise for not implementing a class system.

Last edited by Raz0r; December 3rd, 2009 at 09:00 AM.
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Old December 3rd, 2009   #13
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Default Re: Gunslinger's Academy

Or you could have a mix of both, you choose a class, and then you have to choose what skills you think are the most valuable, example, Class: Scout, "Perks" ( I like the sound of that, perks.) Increaced speed, Cloaking, Sniper damage increace, Light weapons (pistol, light SMG's) damage increace, Imporved jump, Increaced speed, health regeneration, improved radar, (Opticic/thermal/night)camras, The person is free to choose what they want their scout to be, Like i would have a fast moving sniper that can go invis... and each person picks what they think is best. Oh and limiting persk, we cant have gods. have like a 3 perk limit or something to that effect.
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Old December 3rd, 2009   #14
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Default Re: Gunslinger's Academy

If you used a skill point/perk system only you could get similar results. That would also be easier to code.
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Old December 3rd, 2009   #15
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Default Re: Gunslinger's Academy

Lot of this sounds like a contemporary era MB2...
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Old December 3rd, 2009   #16
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Default Re: Gunslinger's Academy

That's because a mod can only be so non-generic.
It's not like MB2 have the rights to an idea or concept.
Everything is a copy of a copy. And frankly, it annoys me when people complain about similarities. At-least he's doing something.

Last edited by Raz0r; December 3rd, 2009 at 01:30 PM.
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Old December 3rd, 2009   #17
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Default Re: Gunslinger's Academy

Quote:
Originally Posted by Averus_Retruthan View Post
Just one question:



Will these rounds be faster both in delivery and in travel? The only weapon that's really fast enough to even remotely match an MP5's firing speed is the repeater, and it's probably better that the bullets go MUCH faster to their target so that you can't really see them coming.
It's coded so that the bowcaster fires faster in travel (projectile speed) and in delivery (rate of fire).
Also one small quirk has been addressed for the bowcaster: it has no flesh impact effect, only an explosion effect that goes both for walls and flesh. So bowcaster now discriminates flesh/wall impacts (explosion.efx / the new flesh_impact.efx)

Quote:
Originally Posted by -Raz0r- View Post
Scoping on other weapons is a must - I recommend setting up a weapons table in code, and just checking whether the weapon has a scoping ability. It's a much more organised way of handling things weapon-wise.
I might implement a "looking down the sights" option, using a shader. I did this for a new weapon back when this was in JK2, just snatched Jackal's Desert Eagle model and made a new weapon altogether. Then I made it zoom like the disruptor and have it's own unique scope that looked like you were aiming down the sights. It was a poor shader; you could see through the gun and it wasn't perfectly aligned. If I have the mod still installed for JK2 I will post a pic.

Quote:
Originally Posted by -Raz0r- View Post
I think a skill points system like that seen in OJP/JKE would be nice in this.
It's a great compromise for not implementing a class system.
It's all open-source, so do what you want with it. I will be releasing the source soon, as soon as I finish up the MP5 model and grenade indicator code.

Quote:
Originally Posted by -Raz0r- View Post
I think a skill points system like that seen in OJP/JKE would be nice in this.
It's a great compromise for not implementing a class system.
I'm using OJP as a base. All force powers have been disabled; you can't level them up no matter how hard you try. Again, it's open source so you can port features from Enhanced if you would like. There's still some nasty LMS garbage laying around, leading to weird bugs ("@STOPHERE is the last man standing!" when me and @STOPHERE aren't even on LMS)

Also, I have the killstreaks done, but they are buggy (whenever you get a 5 killstreak, the game crashes with no error =X). In the first release they are commented out in code (in g_combat.c) but you can enable them for testing. Here's the whole code:

Code:
//[Killstreaks]
    /*if(attacker->client->killStreak == 2){
        trap_SendServerCommand(-1, va("cp \"\n\n3 kill streak!\n\""));
    }

    else if(attacker->client->killStreak == 4){
        trap_SendServerCommand(-1, va("print \"%s has a 5 kill streak!\n\"", attacker->client->pers.netname));
        trap_SendServerCommand(-1, va("cp \"\n\n5 kill streak!\n\""));
    }

    else if(attacker->client->killStreak == 9){
        trap_SendServerCommand(-1, va("print \"%s has a 10 kill streak!\n\"", attacker->client->pers.netname));
        trap_SendServerCommand(-1, va("cp \"\n\n10 kill streak!\n\""));
    }

    else if(attacker->client->killStreak == 19){
        trap_SendServerCommand(-1, va("print \"%s has a 20 kill streak!\n\"", attacker->client->pers.netname));
        trap_SendServerCommand(-1, va("cp \"\n\n20 kill streak!\n\""));
    }

    else if(attacker->client->killStreak == 24){
        trap_SendServerCommand(-1, va("print \"%s has a 25 kill streak!\n\"", attacker->client->pers.netname));
        trap_SendServerCommand(self->s.number, va("cp \"\n\n25 kill streak!\n\""));
    }
    //[/Killstreaks]
    //[Killstreak Notify]
    if(self->client->killStreak == 2){
        trap_SendServerCommand(attacker->s.number, va("cp \"\n\nNice shot!\nHe had a 3 killstreak!\n\""));
    }
    else if(self->client->killStreak == 4){
        trap_SendServerCommand(attacker->s.number, va("cp \"\n\nNice shot!\nHe had a 5 killstreak!\n\""));
    }
    else if(self->client->killStreak == 9){
        trap_SendServerCommand(attacker->s.number, va("cp \"\n\nExcellent!\nHe had a 10 killstreak!\n\""));
    }
    else if(self->client->killStreak == 19){
        trap_SendServerCommand(attacker->s.number, va("cp \"\n\nImpressive!\nHe had a 20 killstreak!\n\""));
    }
    else if(self->client->killStreak == 24){
        trap_SendServerCommand(attacker->s.number, va("cp \"\n\nVengeance!\nHe had a 25 killstreak!\n\""));
    }
    //[/Killstreak Notify]

    //[Killstreak Clear]
    self->client->killStreak = 0;
    //[/Killstreak Clear]

    //[Killstreak Add]
    attacker->client->killStreak++;
    //[/Killstreak Add]*/


Gunslinger's Academy: "basicly like killin jedis n stuff with big guns"
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Last edited by eezstreet; December 3rd, 2009 at 02:14 PM.
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Old December 3rd, 2009   #18
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Default Re: Gunslinger's Academy

Well hooray for opensource.
Have you set your linker and debugger options to automatically attach? It's the cure for all crashes..

The code there looks fine..can't imagine why it crashes - unless the pointer to gclient_t was NULL'ed and you tried to access a member after that..

Last edited by Raz0r; December 4th, 2009 at 05:11 AM.
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Old December 4th, 2009   #19
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Default Re: Gunslinger's Academy

I have always wanted a gun mod for jka that was realistic.

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Old December 4th, 2009   #20
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Default Re: Gunslinger's Academy

One thing i think would be fun is replacing the lightsaber with a customizable knife for close quarter/ asassination attacks. Have stuff like a regular Combat knife, or have some other ones, variance in size and design. Colors would be nice as well. carrying around a black combat knife backstabbing unknowing targets always makes me smile as they scream in bloody pain. Otherwise everything looks very cool so far, i cant wait until you come out with a test demo. I havent played OJP, but i assume its good. Really great idea. Ive played through all SP only using guns because sometimes you get bored with your lightsaber. its fun. but this for multiplayer looks more than fun, if you can get everything going good here you might come up uith a form of Jedi Academy crack.
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