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Old 10-04-2003, 02:16 AM   #281
Buffy
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Smile can I ask Question Mr' Kurgan ?

when I spawn npc in my MP or SP ... what skill level npc is spawned ? like Padwan ? or Jedi Master ??
can I choose skill levels of npc ? when I spawn ?
I was always want to know about that...
thank you


thank you Mr'razorace


I did it try your
g_saberanimspeed .5 in MP but it didnt working ; (
it dont work for MP ?

Last edited by Buffy; 10-04-2003 at 10:55 AM.
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Old 10-04-2003, 02:20 AM   #282
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Quote:
Originally posted by razorace
you probably typed it in wrong.

When you type in "g_corpseremovaltime" (no number), it should give you the current value of the cvar and the default value. If it doesn't, you screwed up. Dispite what others have stated, I've found that putting "/" before your command/cvar screws things up in SP. Try it with and without the "/".
I didn't put the "/" i just typed "g_corpseremovaltime 0".




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Old 10-04-2003, 02:57 AM   #283
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Quote:
when I spawn npc in my MP or SP ... what skill level npc is spawned ? like Padwan ? or Jedi Master ??
can I choose skill levels of npc ? when I spawn ?
I was always want to know about that...
I don't know. Sorry.

Quote:
I didn't put the "/" i just typed "g_corpseremovaltime 0".
And are you sure it isn't working? You do realize that I'm talking about single player only right? Remember that you have to type this into the console. You can't just type it while playing.


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Old 10-04-2003, 03:05 AM   #284
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Yes i am playing SP.

what do you mean by cannot type while playing?




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Old 10-04-2003, 07:23 AM   #285
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I have a question about NPCs. Is this the best thread to ask in...?

Anyway, how can I create a new NPC that uses the Cultist Commando duel pistols? I can't figure out how. I tried CLASS_COMMANDO, but that doesn't make a change.
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Old 10-04-2003, 08:18 AM   #286
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Dual pistols? Or are you talking about boba fett?




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Old 10-04-2003, 12:30 PM   #287
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Does anyone know how to get infinite force in SP? I got it by accient in JK 2. It was like this: I had 100 force I push/pull/speed/grip/lightning/heal and I still had 100 force. Any ideas?


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Old 10-04-2003, 12:39 PM   #288
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dual pistols for anyone, i got jango outta jk2 on ja and it would look pretty sweet to have dual pistols , maybe even boba like father like son thing

just a though cause u can have dual sabers cant u just replace the sabers with pistols with a command or something ?


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Old 10-04-2003, 02:03 PM   #289
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Speedvision

Can someone (perhaps ChangKhan or Kurgan?) tell me whether it's possible to turn off perspective stretching while using Force Speed in SP, and how?

Thanks...


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Our cause we know is just,
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Old 10-04-2003, 02:06 PM   #290
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Quote:
Originally posted by Darth Vader III
Does anyone know how to get infinite force in SP? I got it by accient in JK 2. It was like this: I had 100 force I push/pull/speed/grip/lightning/heal and I still had 100 force. Any ideas?
You must have been using a mod.

Or is it bugs?




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Old 10-04-2003, 08:07 PM   #291
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I don't think it's a mod... I think that somehow every force command got the give all bind too (forgot to mention - I also got ammunition for all the guns)... well dunno


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Old 10-05-2003, 01:06 AM   #292
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Not sure about the Force Speed thing, sorry.

Also you can fix the jumpy crosshair with this command (only tested in MP so far):

\cg_dynamiccrosshair 0

You know, I guess saberrealisticcombat IS a cvar in MP, but I haven't tried it (haven't needed it since g_dismember works fine for cutting up).

Maybe it grants extra saber damage as well?


I was playing around with the char_color_xxx commands and came up with a black (dark skinned) twi'lek. Looks pretty good, it's too bad though that this is the only character type you can change their skin tone.

enter the following:

\char_color_green 60
\char_color blue 50
\char_color_red 80


May work in SP as well (untested). Also your pic in the "leader" thing doesn't show any colors other than the default ones, unfortunately.
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Old 10-05-2003, 01:20 AM   #293
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One other thing, here's the MP map list again:

Quote:
Syntax:

map <mapname> (use devmap instead of map to load with cheats)

Valid mapnames for JA:

mp/ffa1
mp/ffa2
mp/ffa3
mp/ffa4
mp/ffa5
mp/duel1
mp/duel2
mp/duel3
mp/duel4
mp/duel5
mp/duel6
mp/duel7
mp/duel8
mp/duel9
mp/duel10
mp/ctf1
mp/ctf2
mp/ctf3
mp/ctf4
mp/ctf5
mp/siege_hoth
mp/siege_desert
mp/siege_korriban

(Note: Some people have posted mp/Siege1-3, but those do NOT work, I've tried 'em, so just use the above instead)


Then just load the map with map instead of devmap to turn off cheats.
As you know, you should type g_gametype <#> first before map switching. If you play maps in the wrong gametype strange things can happen, though you can experiment.

Quote:
// gametypes
// 0 = FFA
// 3 = Duel
// 4 = Power Duel
// 6 = Team FFA
// 7 = Siege
// 8 = CTF
Duel maps can be quite fun (if frantic) in FFA mode... lots of slashing and dying and no powerups. ; )

CTF could be played as FFA probably (as it was in JK2), etc. Siege as a FFA doesn't work too well, as you can ride vehicles sure, but many of the spawn points will trap you (in Hoth for example) since there is no way to open certain doors as a regular Jedi (though perhaps in team FFA it might allow you to open team doors...?). Also since certain objectives can't be completed, you're stuck in one part of the level until you die.

One of the first games of JA online I ever joined was a "Siege" game that was being played on a FFA map (obviously it wasn't working too well!). So be careful out there....!


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Old 10-05-2003, 03:08 AM   #294
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Ok, you gotta try this....

In the final battle with Kyle I turned on cheats and I spawned 3 rancors, 1 ATST, 1 tavion, 1 luke.

Then I stepped back and watch them all go at each other.

Eventually kyle gets clobbered and they jump to cutscene.
Funny thing is, the cutscene is still within the game loop so there are now rancors and atst running around in the background while kyle and luke are chatting. Eventually towards the end of the conversation one of the rancors start to attack luke who enables force protection but ignores the rancor and keeps on chatting with kyle. Finally when luke's conversation is over, the rancor grabs luke by the waist and then the cutscene ends.
Now that's a fitting ending for the game!!!!

If you are interested in trying this (your results may be slightly different depending on how cooperative the AI is):

Devmapall
God
Npc spawn rancor
Npc spawn rancor
Npc spawn atst
Npc spawn luke
Npc spawn tavion
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Old 10-05-2003, 05:45 AM   #295
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Gotta try this:

devmapall
god

npc spawn tavion_new x1
npc spawn mutant_rancor x3
npc spawn kyle_boss x2
npc spawn jedi_random x3
npc spawn reborn_staff x5
npc spawn reborn_new x5
npc spawn luke x1

Watch the battle lolz




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Old 10-05-2003, 08:49 AM   #296
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Quote:
when I spawn npc in my MP or SP ... what skill level npc is spawned ? like Padwan ? or Jedi Master ??
can I choose skill levels of npc ? when I spawn ?
I was always want to know about that...
thank you
In MP you control the skill of the bots you spawn this way:

\addbot <name of bot> <skill 1-5> <teamcolor>

ex:
\addbot Rebel 5 blue

In SP I just assumed that whatever skill level you're currently in, that is the skill of the npc you've spawned (so if you spawned a stormtrooper while on jedi master, then it will be a jedi master level stormtrooper, however hard or easy that already is).

That's just a guess though.

As to spawning enemies in MP, I have no idea how to choose the skill of those. I guess you could use the command to change SP difficulty and that might affect how it works...


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Old 10-05-2003, 11:44 AM   #297
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Quote:
Originally posted by Kurgan
In MP you control the skill of the bots you spawn this way:

\addbot <name of bot> <skill 1-5> <teamcolor>

ex:
\addbot Rebel 5 blue

In SP I just assumed that whatever skill level you're currently in, that is the skill of the npc you've spawned (so if you spawned a stormtrooper while on jedi master, then it will be a jedi master level stormtrooper, however hard or easy that already is).

That's just a guess though.

As to spawning enemies in MP, I have no idea how to choose the skill of those. I guess you could use the command to change SP difficulty and that might affect how it works...
thank you yes I know SP npc .... but npc spawn for MP map.. I dont know how so...
I think they are JediMaster's npc .... dont you think so ?
I wish I can choose too that be more fun...
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Old 10-05-2003, 03:17 PM   #298
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Changing your player settings from an *.NPC file

I've been reading through this thread, and seen much about changing the SP game, and It's proven to be the missing link in my own efforts to customize SP. I had tried before to change my player attributes from the PLAYER.NPC file, but of course, that only changed me in the cinematics. But apparently, when you switch player models from the console, (and switch to a NPC name) you take on the characteristics of that NPC. This is really an easy system, because you can store all of your desired settings in an *.NPC file and switch to them whenever you want.

After some experimenting, this is what I came up with.

(test.npc)

Test
{
playermodel desann
customSkin default

//Here you specify the player model and skin you want to use.

//NOTE: This doesn't change your model in cinematics, to
//do that, just edit the PLAYER.NPC file to match.

scale 125

//I always thought this was impossible, but it actually works!
//When you change to another player model, you will be
//scaled according to this number.

//NOTE: this changes the scale in-game only. To change your
//scaling in cinematics, you must edit the PLAYER.NPC file.

//You can also sharpen your scale using SCALEX, SCALEY,
//and SCALEZ to change dimensions individually.

snd jaden_male
sndcombat jaden_male
sndjedi jaden_male

//These settings will affect your players sounds in-game, such
//as pain, jump, land, etc. It will not change your voice in
//cinematics or in "hint" sounds that play at certain parts of
//a map. To change that, you'll have to edit JACONFIG.CFG

weapon WP_SABER
weapon WP_MELEE

//You can also specify which weapons your player will have.
//See the complete list below.

saber desann
saberColor red
//saber2 single_4
//saber2Color green

//Here you can specify everything about your saber. I haven't
//played around this this too much, but it works well.

//You can specify hilts by their model name, e.g. "single_4" or
//by their given name from the appropriate *.SAB file from
// base\ext_data\sabers\*.sab

//Note, some additional hilts (like Desann's) are already set up
//in the SABERS.SAB file, which also explains how to configure
//other details for an individual saber hilt.

saberStyle 1 //medium
saberStyle 2 //fast
//saberStyle 3 //heavy
saberStyle 4 //desann
//saberStyle 5 //tavion
//saberStyle 6 //dual
//saberStyle 7 //staff

//I know we're all annoyed at getting all of these stances when
//you enter "SETFORCEALL 3" in the console. You also cannot
//change your stances from the JACONFIG.CFG. This is the only
//way I've found so far. Here you just enter the ones you want,
//(note the commented lines)

FP_HEAL 0
FP_LEVITATION 3
FP_SPEED 1
FP_PUSH 2
FP_PULL 2
FP_TELEPATHY 0
FP_GRIP 3
FP_LIGHTNING 3
FP_RAGE 2
FP_PROTECT 0
FP_ABSORB 0
FP_DRAIN 3
FP_SEE 1
FP_SABER_OFFENSE 3
FP_SABER_DEFENSE 3
FP_SABERTHROW 2

//Force powers. It's just as easy to do this from the console,
//but this saves keystrokes.

forcePowerMax 999
forceRegenRate 2
forceRegenAmount 20

//This is the biggie for me, I hate running out of Force Mana in
//the middle of a fight.

//"forcePowerMax" sets your force meter to the number
//specified.

//"forceRegenRate" changes how quickly you regenerate Force
//Mana. Lower number=faster.

//"forceRegenAmount" sets how much Force Mana you will
//recover per regen cycle.

//with the settings above, you regenerate almost immediately.
}

There it is. Using this "TEST.NPC" file above, I typed "PLAYERMODEL TEST" in my console, and I became Desann; with his saber hilt, my customized force powers, an almost unlimited pool of Force Mana, and I was scaled larger than all the other modes.





I also played a little as a Jawa, scaled at 75%



This may just be the tip of the iceberg. There are many more settings available for the *.NPC files, but as far as I know they only affect NPCs. Here are the ones I know of:

rank commander
health 200
reactions 4
aim 4
move 3
aggression 3
evasion 4
intelligence 4
hfov 160
vfov 160
playerTeam TEAM_PLAYER
class CLASS_KYLE
sex male
yawSpeed 120
walkSpeed 55
runSpeed 200
altFire 1
dismemberProbHead 20
dismemberProbArms 60
dismemberProbHands 80
dismemberProbLegs 40
dismemberProbWaist 2

Here is a list of all the weapons in the game. The Noghri Stick, and Tusken weapons can only be used by NPCs.

WP_SABER
WP_STUN_BATON
WP_BRYAR_PISTOL
WP_BLASTER
WP_DISRUPTOR
WP_BOWCASTER
WP_REPEATER
WP_DEMP2
WP_FLECHETTE
WP_ROCKET_LAUNCHER
WP_THERMAL
WP_TRIP_MINE
WP_DET_PACK
WP_CONCUSSION
WP_BLASTER_PISTOL
WP_MELEE
WP_TUSKEN_STAFF
WP_TUSKEN_RIFLE
WP_NOGHRI_STICK

To give your player these weapons, just add a line in your *.NPC file like this:

weapon WP_CONCUSSION
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Old 10-05-2003, 03:40 PM   #299
|GG|Carl
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What about the scepter and the flamethrower?
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Old 10-05-2003, 04:41 PM   #300
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Those are also npc-only weapons...
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Old 10-05-2003, 06:10 PM   #301
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hehehe guys i got a funny cheat for ya. Go to the swoop mission, and the place after they worker gets shot(where the door is) go through the 2 doors and there is a big open space. Spawn a mutant rancor and watch the fun begin!

also another cheat i found out: if you become boba fett using the playermodel cheat(playermodel boba_fett) and then switch to a jawa, and then to player somehow the flame ends up errrr, in a rather odd spot
I'll get a pic up as soon as i can get it on my site




That's the last time I buy anything just because it's furry!


Last edited by Mike Windu; 10-05-2003 at 06:20 PM.
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Old 10-05-2003, 06:12 PM   #302
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Thumbs up

Very nice, and as we know, Desann was once part of Luke's Academy...

I'll have to play around with those sometime, sounds cool!


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Old 10-05-2003, 06:22 PM   #303
Mike Windu
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could someone put a censored bar on those? jk
also i apologize for the shoddy pics, my graphics card isnt that good




That's the last time I buy anything just because it's furry!

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Old 10-05-2003, 06:25 PM   #304
Kurgan
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Heh.. when I first heard the "odd place" thing I assumed you meant it was coming out the OTHER end.

Very odd indeed...


Repost from another thread:

Quote:
Originally posted by Crowy
im not usre if this has been asked before, but is there a cvar for the snow gear instead of they normal clothes, coz i tihnk the snow gear kicks butt!
any help on this matter would be greatly appreciated
Quote:
Originally posted by BoL_Stryke
Use this command:
g_char_skin_torso torso_g1

EDIT: it's torso_g1, not torso_f1
Quote:
Originally posted by Pedro The Hutt
hm,I wonder if that would work in multi player,going to check that out later on XD
Quote:
Originally posted by t3rr0r
it does.


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Old 10-05-2003, 06:27 PM   #305
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it only goes out the other end when u go backwards, and sometimes u catch fire




That's the last time I buy anything just because it's furry!

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Old 10-05-2003, 06:30 PM   #306
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Update to *.NPC customization

In my previous post I forgot about the Sith Scepter and Sword, I tried that as well, and the WP_SCEPTER is not usable by itself, if you select it, you have the dual saber stance (saberstyle 6) with a saber, and one empty hand. The Sith Sword is usable like this:

{
...
weapon WP_SABER
saber SITH_SWORD
...
}




Give it a try, it packs a whallop!
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Old 10-05-2003, 07:48 PM   #307
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Quote:
Originally posted by mike-windu
also another cheat i found out: if you become boba fett using the playermodel cheat(playermodel boba_fett) and then switch to a jawa, and then to player somehow the flame ends up errrr, in a rather odd spot
I'll get a pic up as soon as i can get it on my site
Sick, but frekkin' hilarous!!!
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Old 10-06-2003, 02:05 AM   #308
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Quote:
Originally posted by mike-windu
somehow the flame ends up errrr, in a rather odd spot
Gives a whole new meaning to the phrase "hunka hunka burnin' love."
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Old 10-06-2003, 02:08 AM   #309
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Re: Changing your player settings from an *.NPC file

Quote:
Originally posted by operagh0st
After some experimenting, this is what I came up with.
Any idea if it's possible to customize animations to go with a certain player model? I'd LOVE to use the Alora flip and spin animations (and maybe her dual saber taunt, too), but I have no idea how to incorporate them into a character as default actions for that character.
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Old 10-06-2003, 02:38 AM   #310
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Quote:
Originally posted by spiff
Ok, you gotta try this....

In the final battle with Kyle I turned on cheats and I spawned 3 rancors, 1 ATST, 1 tavion, 1 luke.

Then I stepped back and watch them all go at each other.

Eventually kyle gets clobbered and they jump to cutscene.
Funny thing is, the cutscene is still within the game loop so there are now rancors and atst running around in the background while kyle and luke are chatting. Eventually towards the end of the conversation one of the rancors start to attack luke who enables force protection but ignores the rancor and keeps on chatting with kyle. Finally when luke's conversation is over, the rancor grabs luke by the waist and then the cutscene ends.
Now that's a fitting ending for the game!!!!

If you are interested in trying this (your results may be slightly different depending on how cooperative the AI is):

Devmapall
God
Npc spawn rancor
Npc spawn rancor
Npc spawn atst
Npc spawn luke
Npc spawn tavion
I done same like yours .. Rancor eat luke but Kyle talking self and cinema is keep going going..
here is pic just befor Luke was eat
http://www.hostmysig.com/data/buffy/Luke&Kyle.jpg
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Old 10-06-2003, 05:54 AM   #311
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Thumbs up

I don't want to get too offtopic with mods here, but here's a post I made in another thread:

Quote:
Quote:
Originally posted by Kurgan
I just got through testing the map "KOTOR Flight School" (which I just downloaded from pcgamemods.com earlier today) and it seems like a pretty good one to test vehicles on (without having to use cheats).

Unlike the x-wing2test that I tried earlier, it isn't that ugly and gives you a lot more room to do stuff.

KOTOR Flight School looks like a small base outdoors with a bunch of landing platforms and various ships on them. There you can test the Z-95, X-Wing, TIE Fighter, TIE Bomber, Lambda Shuttle and two or three ships that the map maker designed himself (intersting kit bash model hacks of some of the other ships).

To get into a ship just stand on top of it, crouch or look down and hit "use." Hit use again to get out (but watch out you'll fall to your death in space while the ship goes flying away!).

You can also shoot and destroy most of the asteroids floating around. Flying too far away teleports you to the other end of the map in a loop (portal) pretty neat, though I think you can still take damage from hitting the "floor" or "sky" of the map, though it's still pretty big.

There's also an AT-ST, and some Heavy Blaster cannons lying around to use for fun.

All the vehicles respawn when destroyed (destroying a ship gives you a point in FFA mode, haven't tried bots, crashing your ship on purpose kills you and gives you a self kill).


Kudos to the maker of this map. Hopefully somebody will whip up a good map for using the various Swoop bikes as well!
Quote:
Originally posted by Kurgan
Incidentally I discovered a little tip for spawning ships using cheats that makes it easier.

First spawn a drivable AT-ST (npc spawn vehicle atst_vehicle) and get inside it. Walk over to a flat spot with plenty of space around it, then type (npc spawn vehicle <whatever>) and walk away in the walker.

The ship will spawn and it will be a few inches off the ground so it has room to "land" rather than getting stuck in the ground (a common problem if you try to spawn it from your normal standing position and you don't have to worry about standing on a high building and have the ship appear pointing downwards about to crash).

But of course it really isn't needed on this map because all the ships are already there for you (except the millennium falcon which I don't think anybody really knows how to spawn in MP.. I tried npc spawn vehicle yt-1300 as some suggested, but nothing happened).
For controlling the ships:

Quote:
Quote:
Originally posted by Kurgan
What I could figure out was this:

Hold Jump to take off. This seems to act as a sort of throttle key.

Hold it down and your ship stays aloft. Let go of it and you eventually run out of power and drift downwards so you can land (hard to do with ships other than the Shuttle but its possible).

Pressing Forward increases the ships speed and some ships have a "turbo" (the little green indicator that appears in the ships vehicle stats) causing it to rocket forward much faster for a brief period. Holding Backward (backpedal) causes you to slow down (but you still drift most of the time, since you have momentum).

You of course "turn" the ship with your mouse (might help to adjust the sensitivity since its really tricky to get the timing down). The up and down controls are reversed IIRC ("flight stick style").

It's not very easy to control with keyboard and mouse, but it might be easier with a flightstick style joystick (since I don't have one, I can't test, but that's generally how it is with flight sim games).

You're also stuck in third person unfortunately (no cockpit view) although you could mess with the third person cvars to get a view you liked I suppose.

Primary Fire shoots the "gun" of the ship whatever it is. They all have some kind of laser weapon (even the shuttle).

Secondary fire works for some ships but not all (the TIE Fighter doesn't have a secondary I dont think). So the X-Wing has proton torpedoes (just a different looking rocket really) the Shuttle has a "bomb" that looks like a Star Trek photon quantum torpedo, the Tie Bomber shoots "bombs" (doesn't drop them oddly enough), etc.

Just like the AT-ST, the ships have limited missiles/bombs (I think about 20, though I didn't test every single one) and you have limited lasers (maybe a few minutes worth of continuous firing, then it has to slowly recharge).

What's also cool is your ship has a little HUD that shows the damage of each part of your ship (wings, engine, nose, etc). Green is good, yellow is damaged, red is about to be destroyed.
Taken from this thread: http://www.lucasforums.com/showthrea...hreadid=114088


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Old 10-06-2003, 07:56 AM   #312
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http://www.lucasforums.com/showthrea...postid=1332291

Thread on loading SP levels in Multiplayer for (buggy) coop play!


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Old 10-06-2003, 09:43 AM   #313
Marco Ramos
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Hello,
I've got a question about the spawned vehicles. Alway when I spawned a vehicle and go into it, there are no weapons (what means I can't fire). So how do I get the weapons for the ships?
I tried giveweaponnum <XX> (for XX I've typed in every number from 0 to 27 and I still didn't get the weapon of the ships ...
Help me!
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Old 10-06-2003, 10:21 AM   #314
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Quote:
Originally posted by Kurgan
http://www.lucasforums.com/showthrea...postid=1332291

Thread on loading SP levels in Multiplayer for (buggy) coop play!
Hi Mr' Kurgan
can I ask again ?
is possible to spawn "Millennium Falcon" ?
it no need to fly just want to spawn in Map ... if can fly ?
much much happy but...
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Old 10-06-2003, 11:03 AM   #315
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Quote:
Originally posted by Marco Ramos
Hello,
I've got a question about the spawned vehicles. Alway when I spawned a vehicle and go into it, there are no weapons (what means I can't fire). So how do I get the weapons for the ships?
I tried giveweaponnum <XX> (for XX I've typed in every number from 0 to 27 and I still didn't get the weapon of the ships ...
Help me!
Tell us exactly what vehicle you are having problems with and maybe we could help you.




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Old 10-06-2003, 02:48 PM   #316
Marco Ramos
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Quote:
Originally posted by |GG|Crow_Nest
Tell us exactly what vehicle you are having problems with and maybe we could help you.
With all of them . But say for the tie-fighter, I can fly around with it, but can't use the weapons. So my question's: how can I get weapons say, for the tie-fighter?
giveweaponnum <XX> didn't help (for the XX I used the numbers 0-27 as I said in my first post)
give ammo didn't change anything.
I need your help!
Thanks for the help anyway .
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Old 10-06-2003, 04:57 PM   #317
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Quote:
Trickshot: Any idea if it's possible to customize animations to go with a certain player model? I'd LOVE to use the Alora flip and spin animations (and maybe her dual saber taunt, too), but I have no idea how to incorporate them into a character as default actions for that character.
I hear you, one of the changes I was hoping to see in JK3 is a custom animations.cfg for each individual model. That way you could tweak not only the fighting style, but the acrobatic style of a particular character.

With JK2 I had played around with the basic animations.cfg file; substituting one animation action for another; e.g. replacing the roll with cartwheel, or the roll-back with the butterfly move (a-la Darth Maul). That worked great, but it also affected every other character in the game (both sp and mp).... and some moves just aren't appropriate for a Stormtrooper...

All credit to Raven, they have made many more special moves available to the player... e.g. when you tap L-or-R +Jump +Attack when using a saber staff, you will execute a butterfly attack combo. I believe there are more special attacks for dual and single saber as well.

But as far as I can tell, when an NPC executes a special move (such as Alora's spin moves and taunts) they can be scripted to use a much wider variety (and more specific performance) of moves than the player can rationally bind to a key-combination.

Check out the base/models/players/_humanoid/animation.cfg file and have a look at the special moves that are available. You should then be able to substitute those moves with ones you are able to use with key combinations. Perhaps replacing the special move(s) that are already available for the dual-saber stance. When I've played with it in JK3, i've only been able to change things in the MP game (but that was with the demo).
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Old 10-06-2003, 07:12 PM   #318
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Did anyone come up with a method to get dual pistols and flamethrower by now?

vs. in a balanced way would be great


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Old 10-06-2003, 08:13 PM   #319
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I've heard that the flamethrower is set to your force lightning button.


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Old 10-06-2003, 10:30 PM   #320
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Forgive me if this was already posted in this thread, but I had to be sure...

Quote:
Originally posted by ChangKhan[RAVEN]
The easiest way is to bring down the console and type:

uimenu charactermenu

That will bring up the character menu and you can change your custom character choices. Once you do that, you can hit next and it brings you to your saber menu, in case you want to change that, too. Just be sure to hit "exit" or "back" (or the "ESC" key a few times) instead of "begin game" or else it will start the game over!

Now, that was the easy way.

But you can also mess with it on the console, which will be a bit more work, but will give you more control over tinting, etc, if you wish:

(NOTE: this will also server as some good basic insight for those modders interested in some insight into playermodels in case they want to make their own).

If you type "playermodel" on the console, you'll see what your current model and skin is. For example:

playermodel jedi_tf head_a4 torso_e1 lower_b1

jedi_tf is your actual model. "tf" means "Twilek Female". Other choices are:

jedi_hm (human male)
jedi_hf (human female)
jedi_rm (rodian male)
jedi_kdm (kel dor male)
jedi_zf (zabrak female)

The other parts, seperated by a space are the skins for, repectively, the head, torso and legs.

In my example, these are:
head_a4
torso_e1
lower_b1

Now, if you were to look in the models/players directory for each of those jedi models listed above, you'll see a .skin file that corresponds to each of those skin choices I just listed. If you look at the names of all of those .skin files, that will give you a list of all the valid skins for your chosen model (I'll list all of these below).

So, to change your model or skins, just type in "playermodel" followed by the model you want to use and the appropriate skins. For example, to switch to the human male model's first skin, you'd type:

playermodel jedi_hm

NOTE: if you change sex, you need to let the game know this so that is uses the proper sounds. To do this, type:

snd jaden_fmle
sex f

If you're switching to a female model or:

snd jaden_male
sex m

If you're switching to a male model.

Finally, you can also mess with your skin/clothing tint (twilek model tints the skin, all other tint the clothing).

To see your current tint, type:

playertint

You should see something like this:

USAGE: playerTint <red 0 - 255> <green 0 - 255> <blue 0 - 255>
playerTint = 255 235 100

The first number is red, the second is green and the last is blue. The valid number ranges are from 0 (absence of this color) to 255 (full brightness for this color).

Setting all three to 0 would tint you black, setting them all to 255 would tint you white. In between that is any color you can think of. The way it works, in general, is this: red+green = yellow, red+blue = purple, green+blue = cyan. Messing with the relative values for each will give you the hue you want, messing with the overall size of the numbers will give you the brightness/darkness you want. To change to, say, a light red, you'd type

playerTint 255 128 128

NOTE: the Twilek skin already has a light green base (you can see what this color is by setting playerTint to 255 255 255), so keep in mind that the playerTint you set on her model will be modifying this base color... for the clothing tints, their base color is grey, so you'll get exactly the color you type in.

For each jedi player model, here are the valid skins for the head, torso and legs:

MODEL:
jedi_hf
HEAD:
head_a1
head_b1
head_c1
TORSO:
torso_a1
torso_b1
torso_c1
torso_d1
torso_e1
torso_f1
torso_g1
LEGS:
lower_a1
lower_b1
lower_c1
lower_d1
lower_e1

MODEL:
jedi_hm
HEAD:
head_a1
head_a2
head_b1
head_b2
head_c1
TORSO:
torso_a1
torso_b1
torso_c1
torso_d1
torso_d2
torso_e1
torso_f1
torso_g1
LEGS:
lower_a1
lower_b1
lower_c1
lower_d1
lower_e1

MODEL:
jedi_kdm
HEAD:
head_a1
head_b1
head_c1
TORSO:
torso_a1
torso_b1
torso_c1
torso_d1
torso_e1
torso_f1
torso_g1
LEGS:
lower_a1
lower_b1
lower_c1
lower_d1
lower_e1

MODEL:
jedi_rm
HEAD:
head_a1
head_b1
head_c1
TORSO:
torso_a1
torso_b1
torso_c1
torso_d1
torso_e1
torso_f1
torso_g1
LEGS:
lower_a1
lower_b1
lower_c1
lower_d1
lower_e1

MODEL:
jedi_tf
HEAD:
head_a1
head_a2
head_a3
head_a4
head_b1
head_b2
head_b3
head_b4
TORSO:
torso_a1
torso_b1
torso_c1
torso_d1
torso_e1
torso_f1
torso_g1
LEGS:
lower_a1
lower_b1
lower_c1
lower_d1
lower_e1

MODEL:
jedi_zf
HEAD:
head_a1
head_b1
head_c1
TORSO:
torso_a1
torso_b1
torso_c1
torso_d1
torso_e1
torso_f1
torso_g1
LEGS:
lower_a1
lower_b1
lower_c1
lower_d1
lower_e1
Quote:
Quote:
Originally posted by idontlikegeorge
"It seems that there is a saberstype parameter in the .npc entry that can be used to set available saberstyles. Looking through entries for other models, it seems you can set this value up to 7 (could be more). I wanted the player to have blue, yellow and red stances, so I put:

saberstyle 1 // blue
saberstyle 2 // yellow
saberstyle 3 // red

I haven't tried the other values to see what they are, but presumably they are the other stances used by the Reborn and so on. I'm not sure yet if there is a limit for how many different stances a player has."


Yeah, 4 is Desann (heavy 1 handed), 5 is Tavion (fast 1 handed), 6 is dual sabers, and 7 is saberstaff.


"Does this mean I could use only the skin from a npc by deleting all the parameters from the .npc file?

Is it possible to copy the .npc file (without the parameters) as a new skin? This would prevent that the specific npc has no parameters set."


No, you can use the skin from any NPC just fine. Like, say you had a Jedi-Knight level Jaden, and you decide to make the playermodel be Lando - Jaden would look like Lando... and although Lando has no force powers, you will keep all force powers Jaden had before

Any special powers or attributes from an NPC will only be attributed to the player if the player does not have those powers yet - and the powers are additive, not retracted. Atleast from all the playing around I've done.


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