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03-11-2006, 10:08 AM
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#1
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Lurker
Join Date: Mar 2006
Posts: 3
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Single player kicks with OJP?
Hi all,
I'm pretty new to OJP so my question might be a little stoopid. However, I'd like to know if it is possible to use OJP Basic/Enhanced to
* activate kicks for all sabers (not only saberstaff) in JA single player without using any other OJP features *
This is not because I don't like other OJP features but because I like to go slow
So, if you believe you know how to do this, please give instructions in a step-by-step manner understandable to a person not familiar with OJP (or modding for that matter)! I've read most of the readme's and docs but I'm afraid I haven't gotten any closer.
Thank you very much for your trouble!
-eVan
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03-11-2006, 12:46 PM
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#2
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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I'm sorry, but it's not possible to use OJP to enable kicks with all the sabers in SP. You can sort-of do it by hacking the .sab files for the sabers you want, but that isn't OJP related.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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03-11-2006, 03:09 PM
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#3
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Lurker
Join Date: Mar 2006
Posts: 3
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Thanks for the heads-up
Thanks.
I've peeked into the .sab files (found in GameData\Base\assets1.pk3), but nothing in these files seems to refer to kicks?
For example:
single_1
{
name @MENUS_SINGLE_HILT1
saberType SABER_SINGLE
saberModel "models/weapons2/saber_1/saber_1.glm"
soundOn "sound/weapons/saber/saberon.wav"
soundLoop "sound/weapons/saber/saberhum4.wav"
soundOff "sound/weapons/saber/saberoff.wav"
saberLength 40
saberColor random
}
The more in-depth explanation in sabers.sab also contains IMHO no pointers to kicks. The listed properties that can be modified in a .sab file seem to be:
saberType, saberModel, customSkin, soundOn, soundLoop, soundOff, numBlades, length, radius, color, saberStyle, maxChain, lockable, throwable, disarmable, blocking, twoHanded. forceRestrict, lockBonus, parryBonus, breakParryBonus, disarmBonus, singleBladeStyle, singleBladeThrowable, brokenSaber1, brokenSaber2, returnDamage.
Any help doing this "kick hack" would be greatly appreciated! So Razorace, or anyone, if you have the time, plz give me some pointer what to do!
Thanks!
-eVan
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03-11-2006, 10:56 PM
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#4
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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the "twoHanded" setting saber to use kicks instead of saber throw for the alt fire.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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03-13-2006, 11:37 AM
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#5
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Lurker
Join Date: Mar 2006
Posts: 3
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TY
Yes, thanks, I figured that out just reading some of the forums here. Thanks anyways and good luck with the OJP project!
-eVan
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03-13-2006, 02:00 PM
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#6
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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Thanks.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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03-13-2006, 10:10 PM
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#7
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Headhunter
Join Date: Nov 1997
Location: The Dawn of Time
Posts: 18,249
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Even though it's not what you wanted, I would point out that with g_debugmelee 1 in single player you get JK2 style "flip kicks" for all stances and types, when you have at least Jump level 2. The "staff style with single saber" cheat-acquired stance also has staff kicks, since it's really just staff, with one blade.
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