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ForumsCog Forum → Spork's double-bladed lightsaber
Spork's double-bladed lightsaber
2001-02-10, 6:14 PM #1
I can't seem to figure out how the Spork double-bladed lightsaber works, can anyone help me?

and I posted this before, but got no responses, does anyone know how to increase the blocking ability (recover speed, block radius, return fire accuracy, etc.) of the lightsaber?
2001-02-11, 3:08 AM #2
To inrease de block hability use the magashield cog. To do that the double saber works you want that the skins contain a plait more in one hand.
2001-02-11, 6:10 AM #3
if i turned magshield on for the player the lightsaber wouldn't block, the lasers would just bounce off the player.

i don't understand what your saying for the double-bladed lightsaber
2001-02-11, 8:52 AM #4
blocking ability is set int the walkplayer template. its the chance=whatever variable set it higher and it will block more often. i think 1 is the highest or somthing.

2 bladed sabers are done by putting an empty mesh in the character's 3do. make the mesh's parent be the K_rhand and make it have a pitch of 180(so it is pointing down, and givesthe staff appearance) then in the ky.pup you have to change the secondary wepon fire joint(should be at 12 now, 12 is the k_rhand mesh #) to the number of the new mesh you just made, it would probably be mesh 18 or 19 if you did it in fun3do or joke. in the Saber cog look at the timer message, and find the JkSetFlags(); verb. change the flags to 0x10

that should be it.
I'm just an old man with a skooma problem.
2001-02-11, 9:42 AM #5
thanks for the help, but i can't quite figure out how to do it... maybe i should give a little more information... i am attempting to make glowsaber 3 and spork's double-bladed lightsaber compatible, but i have only been able to get the one blade to work. the second blade still exists and can kill things, but you can't see it.

i used all the 3dos from spork, and i double checked, they do have the empty mesh with K_rhand as the parent. i don't know about the pitch, it should be right, but i didn't want to mess with it.

i used the ky.pup from spork and, again, i double checked and the secondary weapon fire joint is 19.

i edited he weap_saber.cog, which i think is where the problem is. i pretty much just stuck the glowsaber 3 stuff into the spork cog and as far as i can tell it should still work, but it doesn't.


edit: oh yeah, where is the walkplayer template?

[This message has been edited by BaronFel (edited February 11, 2001).]

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