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ForumsJedi Knight and Mysteries of the Sith Editing Forum → I need phase 2 darktroopers (from darkforces)
I need phase 2 darktroopers (from darkforces)
2008-08-01, 6:01 PM #1
For quite awhile over the last 2 years I have been working on an episode which will lead up to kyle discovering that the darktrooper project has recommenced. Phase 1 and 3 are really not needed but I would love to have the phase 2 with his assault cannon and an assault cannon that kyle can also loot and use. Please note I need them for jedi knight, not mysteries of the sith.

I had some files before but I have no idea how to add / replace weapons, or npc models. The darktrooper does not necessarily need to fly. He just needs to be vicious, look very very similar if not exactly close to the phase 2 darktrooper in "Darkforces", have an assault cannon that at least shoots plasma orbs or that look similar to the original.

And the assault cannon needs to also be lootable by kyle and I'd like to know if it would be possible to replace one of the other weapons with it. Maybe the land mines or crossbow?

Again, I have no idea how to do this stuff but I would greatly appreciate a well written guide on how to add these items / edit my template manager, etc. I am using jkedit, I have next to zero experience with jed as I could not figure out how to do even the most simplest things in it. heh the grid system in jkedit just seems so much easier.

I have seen a few people make some darktroopers in the past. If you would be so kind as to share that work with me and tell me how to put them in my level, It would be great. If I ever uploaded my levels for others to download, I would gladly mention your name/s for those of you that might help me and give the credit of your work to you ofcourse.

Presently, I have 7 levels in my episode and I'm planning to make the darktroopers start appearing in the 8th level as kyle will cry out: "you've got to be kidding me"
2008-08-02, 5:56 AM #2
For dark trooper models, find Dawn of a Downfall in the MOTS single player level download section here at massassi.
er...
2008-08-02, 6:45 AM #3
you can create double weapon cogs by using something like:

selected:

if(GetInv(player, 5) == 1) SetModelpov(player, crossbow);
if(GetInv(player, 5) == 2) SetModelpov(player, assaultrife);

that sorta thing.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2008-08-05, 8:18 AM #4
Found the models but I still have no idea how to add them to my level and make them successfully "work"
2008-08-06, 9:43 AM #5
Ok lets put it this way. Is their anyone out there that uses jkedit that can help me with this? All of the tutorials here are for jed which I don't use.
2008-08-06, 4:47 PM #6
Simply adding the models to a level is not enough. An enemy actor needs keyframes, an AI file, a sound class, and a class cog. You should be able to take an existing enemy (such as a stormtrooper) and replace its 3d0 file with your new one. You can use JED's template editor to do this.


Originally posted by Noyjitat:
Ok lets put it this way. Is their anyone out there that uses jkedit that can help me with this? All of the tutorials here are for jed which I don't use.


:carl:

Take my advice: learn JED. Its definitely got a bit of a learning curve, but there is plenty of documentation available, and it is well worth the effort.
And when the moment is right, I'm gonna fly a kite.

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