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ForumsJedi Outcast and Jedi Academy Editing Forum → Mods
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Mods
2003-12-24, 6:02 AM #121
Alien, I'm having big problems on delaying bot respawing. I may have to consult with some other coders, I was hoping to have a beta out for christmas but I guess not. [http://forums.massassi.net/html/frown.gif] Maybe New Years!

I think I've done everything but map switching and bot respawning.

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2003-12-25, 8:35 AM #122
I have another problem too
My radiant just won't load , won't give any error either [http://forums.massassi.net/html/frown.gif]
I reinstalling won't help either

[This message has been edited by AlieNiZeD (edited December 26, 2003).]
2003-12-27, 12:58 AM #123
I'm stuck with respawning so [http://forums.massassi.net/html/frown.gif] I'm working on admin commands how are these:

Mute - Can't talk
Freeze - Can't move
Disarm - Can't attack
Student - Takes 1/4 damage
Superhuman - Can fly and takes no damage
Terminator - Has all the weapons

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2003-12-27, 1:15 AM #124
No admin commands, they provided the downfall of JO. Only use Warn, Kick, and Ban.

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2003-12-27, 9:20 AM #125
Quote:
<font face="Verdana, Arial" size="2">they provided the downfall of JO</font>


This mod is for JO, so I don't see the problem of adding them. And by default some of the more "abused ones" will be turned off. I don't see the problem of Silencing someone though.

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2003-12-27, 10:51 AM #126
This is JO, and if you want this mod to be revolutionary, don't kill it right away. Those mentioned commands have only one purpose, and that is not playing the game as it was designed, in fact making it an honorcode-mod.

If you want to make a co-op mod, that's fine, but please, do not make the same mistake many others made.

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2003-12-28, 7:58 AM #127
Your right gothicX, I'll remove them (unless Alien really wants them).

Alien, I've been reconsidering your proposal to make a JA mod. Your right NPC's would be a whole lot better than what I've got. But the only catch is that I have to take some time to learn the new code. If your willing to extend the dev time, we could make a really nice JA mod. And if your willing to map for JA instead.

[http://forums.massassi.net/html/smile.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2003-12-29, 3:24 AM #128
If you decide yes, could you give me a list of all the code changes you want. [http://forums.massassi.net/html/smile.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2003-12-29, 11:56 PM #129
Yeah i'd like to mod for JA , since it will also atract more peopple
And if you agree, then tell me which file I have to send you , it would be easier [http://forums.massassi.net/html/smile.gif]

Yeah i'd like to map for JA , I tried it and it's much better

[This message has been edited by AlieNiZeD (edited December 30, 2003).]
2003-12-30, 1:24 AM #130
Well, last night I learned how to code JA. You don't need to send me anything Alienized because I have the Game + SDK. So you can just work on maps without having to worry about my code. [http://forums.massassi.net/html/smile.gif] I definetly agree to modding for JA now that I've seen how easy it is to spawn NPC's. I'll be posting some progress later. [http://forums.massassi.net/html/biggrin.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2003-12-30, 2:43 AM #131
Ok :d
I shall start mapping for JA [http://forums.massassi.net/html/smile.gif]
I'll also make some siege maps if you want
2003-12-30, 2:57 AM #132
Some seige maps would be great! [http://forums.massassi.net/html/biggrin.gif] Tell me if you want any tweaks to the game for the seige maps.

How about a map where the players have to fight some rancors or wampas cooperativly?

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I munch C code for breakfast and have enough room left over for a kernel debugging.

[This message has been edited by Freyr (edited December 30, 2003).]
Free your mind, use Open Source.
2003-12-30, 9:23 AM #133
Yeah that'b be cool or maps where they fight together on a open battlefield against AT-ST =)
2003-12-31, 1:56 AM #134
Yah, an open battle field would be cool, and you could disable force jump too, so everyone couldn't jump around. It be like the Clone Wars. [http://forums.massassi.net/html/biggrin.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2003-12-31, 1:58 AM #135
Yeah i'll make an open battlefield , where the players are surrounded by bounty hunters and tusken raiders , AT-ST's also =)

Just like EPISODE 2 =)
2003-12-31, 2:15 PM #136
Finished! (some of)

I finished most of the code rewrite per your requests:

1. Players will only be able to use Lightsaber.
2. And won't be able to damage eachother.
3. Wrote a new AI file for Sith personality.
4. Also i want 3 saber weapons ( the default one is 1) , a double bladed saber , and a saber in each hand. (Already in JA)
5. If the players kill a storm trooper, then they can pick the enemies weapon up
6. Players will only be able to use Light side.
7. Also i want the Dual Bladed Saber hold with 2 hands if that is possible

(phew) long day!

Hope your having a happy New Years, screenshots soon (hopefully)! [http://forums.massassi.net/html/biggrin.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.

[This message has been edited by Freyr (edited December 31, 2003).]
Free your mind, use Open Source.
2004-01-01, 4:13 AM #137
If u guys r moving to JA i must say im really disapointed [http://forums.massassi.net/html/frown.gif]!

Perhaps u could make the mod for JO and JA, i know it might take a alot of time but ive always dreamed of making a co op MP mod for JO (i only have JO) but if u cant i understand i only have a gay 56k anyway but by the time u made it (or if) for JO i might have good connection

well peace

p.s. could u give me sum tips ,or tutorals about JO cutscenes for SP and if possible for MP aswell.

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"Fear..fear attracts the fearful... the strong... the weak... the innocent...fear is my ally!
"Fear..fear attracts the fearful... the strong... the weak... the innocent...fear is my ally!
2004-01-01, 12:03 PM #138
I don't know how to make cutscenes =(
It is easier to make it in JA The Apocalypse


Great Freyr
2004-01-01, 7:05 PM #139
i dont have JA :S

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"Fear..fear attracts the fearful... the strong... the weak... the innocent...fear is my ally!
"Fear..fear attracts the fearful... the strong... the weak... the innocent...fear is my ally!
2004-01-02, 7:20 AM #140
Quote:
<font face="Verdana, Arial" size="2">Also i want the Dual Bladed Saber hold with 2 hands if that is possible</font>


[http://www.uptonhill.com/steve/images/saber.jpg]

It doesn't cut through the leg like my last one. [http://forums.massassi.net/html/wink.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2004-01-02, 7:46 AM #141
Quote:
<font face="Verdana, Arial" size="2">know it might take a alot of time but ive always dreamed of making a co op MP mod for JO </font>


If it's OK with Alien you can join us. I'll see what I can do for JO. Maybe I'll get co-op out for JO too, maybe. [http://forums.massassi.net/html/smile.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2004-01-02, 8:41 AM #142
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Freyr:
[http://www.uptonhill.com/steve/images/saber.jpg]

It doesn't cut through the leg like my last one. [http://forums.massassi.net/html/wink.gif]

</font>


YEah cool!

Sure he can join if he has skills @ anything =)
2004-01-02, 8:48 AM #143
More...

[http://www.uptonhill.com/steve/images/shot0011.jpg]

Cooperative NPC's that only fight humans.

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2004-01-02, 8:50 AM #144
Sounds like ordinary cannon fodder to me.

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-01-02, 9:03 AM #145
Not if theres a 100 of them.

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2004-01-02, 10:50 AM #146
Too many might lead to lag. [http://forums.massassi.net/html/wink.gif]



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Snail racing: (500 posts per line)
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SnailIracing:n(500tpostshpereline)pants
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2004-01-02, 10:53 AM #147
Probally, but they wouldn't be "cannon fodder". 100 Stormies is quite a dangerous group. 100 Reborns is Deadly. Just imagine 100 Tavions. [http://forums.massassi.net/html/biggrin.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2004-01-02, 11:00 AM #148
Pfft, rookie. [http://forums.massassi.net/html/tongue.gif]

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-01-03, 3:57 AM #149
Well me and Freyr will discuss the minimum pc requirements for the mod when its done =) ( i like the screens )
2004-01-03, 11:02 AM #150
Does those NPCs in that pic act like regular npcs?

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SnailIracing:n(500tpostshpereline)pants
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2004-01-03, 2:23 PM #151
Quote:
<font face="Verdana, Arial" size="2">Does those NPCs in that pic act like regular npcs?</font>


Good Question. Yes they act like single player Jedis'. No attention problems or anything. I actually improved upon the original NPC AI code but you probally won't notice anything to dramatic, but they are "slightly" better at group work.

I took a day off today, played JA for a change. [http://forums.massassi.net/html/biggrin.gif]

(Edit):

Also any NPC's you need to spawn need to have their player state as an enemy of the player, I didn't bother rewriting the code because I think most of the enemys you have to fight in the mod are already "bad people" i.e.(tavion, desann, ...)

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I munch C code for breakfast and have enough room left over for a kernel debugging.

[This message has been edited by Freyr (edited January 03, 2004).]
Free your mind, use Open Source.
2004-01-03, 2:26 PM #152
But what happens if you spawn a stormtrooper or an imperial? Will they run around and try to chop you up or blast you from one point (like in the game)?

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Snail racing: (500 posts per line)
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SnailIracing:n(500tpostshpereline)pants
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2004-01-03, 2:30 PM #153
You have a good point Echoman, I haven't changed any Stormtrooper code yet. Maybe I should look into more mobile stormtroopers. Thanks for the idea. I'll see what I can do. [http://forums.massassi.net/html/biggrin.gif]

I'll make them so that they run away from people with sabers and run around with blasters instead of just standing for target practice. [http://forums.massassi.net/html/smile.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.

[This message has been edited by Freyr (edited January 03, 2004).]
Free your mind, use Open Source.
2004-01-03, 2:35 PM #154
Don't make them too mobile otherwise they will act like bots (bots are in constant motion).

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Snail racing: (500 posts per line)
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SnailIracing:n(500tpostshpereline)pants
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2004-01-04, 1:44 AM #155
Ok, Echoman, I wrote the BehavEd script and it tells them to stand still until they find an enemy then chase after them and fire.

Alien, if you use Stormtroopers in your map then point the spawnscript file to "newstormtrooper" so it will work when compiled. [http://forums.massassi.net/html/smile.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2004-01-04, 8:30 AM #156
Sry I dont quite know what you mean

Edit : I almost released a map , I made this map for fun so freyr when it's done i'll send it to you and you tell me wich NPC's i should place in it

[This message has been edited by AlieNiZeD (edited January 04, 2004).]
2004-01-04, 8:53 AM #157
I'm looking to create a team for an upcoming project For JO. It's called Dimension 2. I need a coder, a modeler, an a couple of mappers and skinners. I hope to completely revamp the whole game. Maybe when We're done I'll port it to JA...Maybe.
If every mod was like ours...no mod would get a "two"

Proud member of the Co-Op
2004-01-04, 9:12 AM #158
Don't hijack the thread...

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SnailIracing:n(500tpostshpereline)pants
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2004-01-04, 9:14 AM #159
Darthyun, you probally should have started a new thread or posted in the editors corner to recruit modders. But I'd be happy to look into your mod if you send your requirments to ageofthejedi@hotmail.com

I couldn't start coding until I'm done with our Co-op mod though. Maybe a month or so.

[http://forums.massassi.net/html/biggrin.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2004-01-04, 9:18 AM #160
Quote:
<font face="Verdana, Arial" size="2">Sry I dont quite know what you mean</font>


You press "e" while selecting a NPC entity. This brings up the properties editor add a new property spawnscript and set its value to newstormtrooper. I think you know how to do this and you were just confused by the way I worded it. Sure send me a map ageofthejedi@hotmail.com, I'll test it and reccomend NPC placement. [http://forums.massassi.net/html/biggrin.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
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