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ForumsCog Forum → COG Questions for JK Legends
COG Questions for JK Legends
2004-04-04, 10:47 AM #1
Hey, all. I'm working on a level pack. I have ambitious IDEAS for it, but since I'm not much of a COGger, I don't know if they can be implemented.

First, off I want to implement action/RPG elements into it. I know this is possible, cuz of Drazen Isle and such. How I actually implement these things into the level pack is my problem.

Secondly, I want to make this is a cooperative two-player game. I know this is possible as well, because of Nightmare's COG.

Thirdly - and here's the kicker - I want to introduce tactical and strategic elements into this JK level pack. Here's what I'm envisioning.

1) two different players, who follow a loose storyline, but are very customizable in skills at the beginning and throughout the level pack

2) Different lightsaber stances, each with its own advantages and disadvantages, for the Jedi.

3) the ability to recruit and train Jedi apprentices in the lightsaber stances and Force powers

4) skill ups (level ups, basically) and promotions (from stormtrooper to officer, officer to commando, for example)

5) the ability to recruit, train, and promote stormtroopers in weapon proficiences and skills

6) different types of lightsaber fighting (double-bladed, dual lightsabers, single saber, dual double-bladed sabers)

7) leadership/morale proficiences for the two players in commanding their troops

The basic storyline would be that there are two Imperial Jedi (not necessarily dark, just different) who decide to create an elite force of Imperial Jedi, hence the purpose of the level pack. This would take place across three episodes (all included in the level pack).

Episode I is the founding of the Imperial Jedi; Episode II, a critical disaster; and Episode III, the final showdown between the Imperial Jedi and the forces that besiege it. In between episodes players have the chance to explore large levels in which they may level up themselves and their tactical command squads.

Now, here's what I would like to know.

A) How much of this is actually possible?
B) Is there anyone who would be willing to help me set up the undoubtedly advanced COGs for this (admittedly rather ambitious) level pack?

Thanks for your time.

~Highemp

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Visit my all-new website, the Lazarus Citadel[/url!
Visit my all-new website, the [url=http://com3.runboard.com/blazaruscitadel]Lazarus Citadel[/url!
2004-04-05, 8:51 AM #2
Here's some JK mods you might want to get ideas from, listed in order of relevance (hopefully):

Galactic Civil War 1.0

Guardians of the Galaxy - Master Edition (8 bit)

Eye of the Saber 1.0

JKRPG Barons Head

LightStaff v. 2.0

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Check out updates for my editing work at the Shadow Jedi Academy.
2004-04-06, 7:37 AM #3
I'll tell you right now, that this is all pretty difficult, much less possible. My suggestion is simply to borrow from already made mods that allow that. SBX will make for your saber-stances, Baron's Hed RPG Tusken Raiders will make for your STs, Probe-Droids with the Tusken follow cog edited to look like a jedi (with saber) will make for your Jedi, and so on and so forth. The skills and leveling system is quite a different story.

JediKirby

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2004-04-06, 8:13 AM #4
Aside from my reservations about the storyline, allow me to first advise that while something may be possible in JK, it isn't necessarily feasible.

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1) two different players, who follow a loose storyline, but are very customizable in skills at the beginning and throughout the level pack
</font>


I like this idea a lot, however such skill benefits would only hold over for that single game, as I'm not aware of any way to save traits gassigned in-game in multiplayer to a character file. Even without, such skills would be possible (and far easier in MotS).

2) I won't address this one, as it's outside my scope, and very simple to implement anyway.

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3) the ability to recruit and train Jedi apprentices in the lightsaber stances and Force powers
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If these were NPCs, it would be RIDICULOUSLY difficult to implement, as you'd need a compelx in-game MP menu system (which ahs yet to be correctly designed).

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4) skill ups (level ups, basically) and promotions (from stormtrooper to officer, officer to commando, for example)
</font>


These could be score-dependent, and would offer a very nice touch to gameplay.

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5) the ability to recruit, train, and promote stormtroopers in weapon proficiences and skills
</font>


Loyal stormtrooper followers could be spawned from some sort of recruiting center and their kills could be logged to give them skill bonuses and veteran status. I could see this working with a directional movement cog (which might cause synching/lag problems), and synched AI. My specialty is in MotS troop movement. :]

6) You can get lightsabers anywhere, no problem.

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7) leadership/morale proficiences for the two players in commanding their troops
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I guess this could be based on a win/loss ratio or a kill/casualty one. Morale could degrade skill sets or lead to mutiny.

I just don't like the idea of Jedi (let alone those of Imperial affiliation) running around all voer the place during the trilogy, especially when the Empire specifically exterminated them.



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Rites of Xanthus

The TC that exacted a terrible toll on my time and eyesight.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-04-06, 10:14 AM #5
Isn't the trilogy, takes place 17-20 years after RotJ. Also, I don't own MOTS.

Otherwise, thanks for all your comments. I'll get back to you all. [http://forums.massassi.net/html/smile.gif]

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Visit my all-new website, the Lazarus Citadel[/url!
Visit my all-new website, the [url=http://com3.runboard.com/blazaruscitadel]Lazarus Citadel[/url!
2004-04-06, 11:28 AM #6
If you're going to do any kind of coop, multiplayer will be required, which means you wont have access to quicksaving. If this is the case, I strongly suggest that you implement advancing spawns. A cog to change the location of the spawns wouldnt be too hard to implement, you could just have ghost positions that the spawns were moved to when an adjoin is crossed, and something to make sure the cog can only be triggered once. In fact, I bet someone here could write such a cog in a few minutes.

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2004-04-06, 2:55 PM #7
And following on that, how would character info be stored once that character dies and respawns?

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Rites of Xanthus

The TC that exacted a terrible toll on my time and eyesight.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-04-07, 10:08 AM #8
It could be stored in the items.dat, Ii believe if you flag it just like the fieldlight things would stay after death.

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