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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Two lightsabers.
Two lightsabers.
2007-02-05, 5:33 AM #1
How is it posiblle to have two light sabers in jk?

I asked Quib Mask on the hub forum and he said that...

"jkSetFlags(player, 0x10);

However, with the default ky.pup file, both sabers will be coming out of your right hand (so it'll still look like you just have 1).

Open the file ky.pup and scroll down to the bottom of the file. You should see the joints section. Notice both joint 3 and joint 4 equal 12 (the right hand). Change joint 4 to equal 6 (the left hand). "

So i understand the pup part and that's done. But no matter how hard I try I can't write a good working cog with the jkSetFlags(player, 0x10); (i'm no good at cogs).

Can you help?
2007-02-05, 1:49 PM #2
You'd have to change the animations too, right? I mean, if there's sabers in both his hands, but Kyle's always got his hands together when using the lightsaber...it would look weird. You'd have to get him to use the Twilek animations to make it worth it.

As for cogs, off the top of my head I think you'd be working with the weap_lightsaber.cog. I'm guessing you'll put the jkSetFlags(player, 0x10); in the Activated: section before the lightsaber is actually ignited. Just guessing, though.

Maybe Millenium's JK Lightstaff will help -- you can switch between 1-bladed and 2-bladed, so you should be able to check the cogs there.
2007-02-07, 7:16 AM #3
Whel i got it working ;) One thing thow... I cant see the handle of the second saber ?? :confused:
2007-02-07, 12:40 PM #4
Hmmm...SetWeaponMesh()? Edit the 3do so both his hands have a weapon node?

Plus, could you post what you did to make it work? For the good of the community, you know... :)
2007-02-07, 6:33 PM #5
You'll have to change the player model to add a handle in the other hand, That's the only way I got it working when I did it.

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