How do you make shadow jedi? Help anyone?
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user0:
// Don't start using force powers until message is received
if(okay == 0) return;
victim = GetParam(0);
forcepower = GetParam(1);
if(forcepower == 1)
{
choice = rand();
if(choice < 0.45)
{
// Print("Force Power 1a : FORCE LIGHTNING...");
FireProjectile(darkjedi, lightning, lightningSound, 35, '0 0 0', '0 0 0', 1.0, 0, autoAimFOV, autoAimMaxDist);
}
else
if(choice < 0.65)
{
// Print("Force Power 1b : FORCE GRIP...");
if(!IsInvActivated(victim, 29))
{
PlayMode(darkjedi, 24);
SetActorFlags(darkjedi, 0x40000);
Sleep(0.3);
// He could die during the sleep
if(GetThingHealth(darkjedi) <= 0) Return;
SetActorFlags(victim, 0x40000);
PlayMode(victim, 25);
count = 0;
limit = 5;
forcepulse = 10;
SetPulse(0.5);
}
}
else
{
if(effectHandle == -1)
{
// Print("Force Power 1c : FORCE BLINDING...");
PlayMode(darkjedi, 24);
Sleep(0.3);
// He could die during the sleep
if(GetThingHealth(darkjedi) <= 0) Return;
dummy = CreateThingAtPos(cone_tpl, GetThingSector(darkjedi), VectorAdd(GetThingPos(darkjedi), '0.0 0.0 0.04'), '0.0 0.0 0.0');
SetThingLook(dummy, VectorSub(GetThingPos(victim), GetThingPos(darkjedi)));
PlaySoundThing(blindingSound, darkjedi, 1.0, -1, -1, 0x80);
// If the player doesn't have Seeing active.
if(!IsInvActivated(victim, 23))
{
effectHandle = newColorEffect(0, 0, 0, 0, 0, 0, 180, 260, 230, 1.0);
SetActorFlags(victim, 0x800);
forcepulse = 7;
SetPulse(5.0);
}
}
}
}
else
if(forcepower == 2)
{
choice = rand();
if(choice < 0.5)
{
// Print("Force Power 2a : FORCE DESTRUCTION");
AddDynamicTint(victim, 0.3, 0.0, 0.15);
FireProjectile(darkjedi, destProj, destSound, 24, '0 0 0', '0 0 0', 1.0, 0, autoAimFOV, autoAimMaxDist );
}
else
if(choice < 0.7)
{
// Print("Force Power 2b : FORCE DEADLY SIGHT...");
PlayMode(darkjedi, 24);
Sleep(0.3);
// He could die during the sleep
if(GetThingHealth(darkjedi) <= 0) Return;
SetActorFlags(darkjedi, 0x40000);
// Play activation sound
PlaySoundThing(deadlySound, victim, 1.0, -1, -1, 0x80);
// Play loop sound at 0.0 volume and fade it in to 1.0 volume in 0.75 secs
channel = PlaySoundThing(deadlySound2, victim, 0.0, -1, -1, 0x81);
if(channel != -1) ChangeSoundVol(channel, 1.0, 0.75);
count = 0;
limit = 16;
forcepulse = 14;
SetPulse(0.5);
}
else
{
// Print("Force Power 2c : FORCE PERSUASION...");
PlayMode(darkjedi, 24);
Sleep(0.3);
// He could die during the sleep
if(GetThingHealth(darkjedi) <= 0) Return;
SetActorFlags(darkjedi, 0x80);
SetThingCurGeoMode(darkjedi, 0);
jkSetFlags(darkjedi, 0x20);
forcepulse = 6;
SetPulse(10.0);
}
}
else
if(forcepower == 3)
{
// Print("Force Power 3 : FORCE PULL");
if(!IsInvActivated(victim, 28))
{
forcepulse = 4;
SetPulse(0.1);
}
}
Return;
# ........................................................................................
pulse:
if(forcepulse == 4) // FORCE PULL
{
SetPulse(0);
if(GetHealth(victim) > 0)
{
if((GetCurWeapon(victim) != 1) && (GetCurWeapon(victim) != 10))
{
PlayMode(darkjedi, 36);
Sleep(0.3);
PlaySoundThing(pullSound, victim, 1.0, -1, -1, 0x80);
// Create a powerup corresponding to the current weapon
PulledWeapon = CreateThingAtPos(tpl[GetCurWeapon(victim)], GetThingSector(victim), GetThingPos(victim), '0 0 0');
// Set the created powerup to no collide for now...
SetCollideType(PulledWeapon, 0);
// ...and set a timer to make it collide again later
SetTimerEx(0.3, 1, PulledWeapon, 0);
// Throw the powerup at the DJ
ApplyForce(PulledWeapon, VectorScale(VectorNorm(VectorSub(GetThingPos(darkjedi), GetThingPos(victim))), 30));
// Remove the weapon from the player
ChangeInv(victim, GetCurWeapon(victim), -1);
SelectWeapon(victim, 1);
}
}
}
if(forcepulse == 6)
{
ClearActorFlags(darkjedi, 0x80);
jkClearFlags(darkjedi, 0x20);
SetThingCurGeoMode(darkjedi, GetThingGeoMode(darkjedi));
SetPulse(0);
}
if(forcepulse == 7)
{
if(effectHandle!=-1)
{
freeColorEffect(effectHandle);
effectHandle = -1;
AddDynamicAdd(victim, 180, 260, 230);
}
ClearActorFlags(victim, 0x800);
SetPulse(0);
}
if(forcepulse == 10) // FORCE GRIP
{
if((count > limit) ||
(GetThingHealth(darkjedi) < starthealth) ||
(GetHealth(victim) < 1) ||
!HasLOS(darkjedi, victim)
)
{
ClearActorFlags(victim, 0x40000);
ClearActorFlags(darkjedi, 0x40000);
SetPulse(0);
Return;
}
// Print("You are taking Grip damage");
jkPrintUNIString(victim, 300);
DamageThing(victim, 5, 0x8, darkjedi);
if(griptrackID != -1)
{
StopKey(player, griptrackID);
griptrackID = -1;
}
count = count + 1;
}
if(forcepulse == 14) // FORCE DEADLY SIGHT
{
if((count > limit) ||
(GetThingHealth(darkjedi) < starthealth) ||
(GetHealth(victim) < 1) ||
!HasLOS(darkjedi, victim)
)
{
SetPulse(0);
ClearActorFlags(darkjedi, 0x40000);
if(channel != -1)
{
StopSound(channel, 0.0);
channel = -1;
}
Return;
}
// Print("You are taking Deadly Sight damage");
jkPrintUNIString(player, 301);
DamageThing(victim, 5, 0x8, darkjedi);
smoke = CreateThingAtPos(smoke_tpl, GetThingSector(victim), GetThingPos(victim), '0 0 0');
count = count + 1;
// Add a tint if the victim is in 1st person view
if((victim == GetLocalPlayerThing()) && (GetCurrentCamera() == 0))
{
AddDynamicTint(victim, 0.3, 0.0, 0.15);
}
}
Return;
# ........................................................................................
timer:
if(GetSenderId() == 1) // Pull
{
// A pulled weapon must be made takeable again
SetCollideType(GetParam(0), 1);
// Set gravity to them so they don't float around
SetPhysicsFlags(GetParam(0), 1);
// Make the powerup last hours
SetLifeLeft(GetParam(0), 36000);
}
if(GetSenderId() == 2) // blinding protection
{
// This makes the DJ nearly immune to blinding
// by removing the blind flag every 3 seconds
ClearActorFlags(darkjedi, 0x800);
SetTimerEx(3, 2, 0, 0);
}
Return;![http://forums.massassi.net/html/redface.gif [http://forums.massassi.net/html/redface.gif]](http://forums.massassi.net/html/redface.gif)