Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

keshire

Latest Posts

Page: 22 of 27
Posted in: Saber Throw
 keshire
12-12-2003, 10:12 AM
#7
Yes it would. I forgot about that....  [Read More]
Posted in: Saber Throw
 keshire
12-12-2003, 7:20 AM
#5
Oh. My bad. saberent->s.pos.trTime = level.time; This links the position to the time I beleive. level.time+"any arbitrary number in Milliseconds" should help...  [Read More]
Posted in: Saber Throw
 keshire
12-12-2003, 3:35 AM
#3
Where the position is = to level time. add however fast you want it to go. That should do it....  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
12-16-2003, 9:32 AM
#34
Don't take what I was saying the wrong way. Wouldn't dream of it. I was just stating a matter of fact. Soon as I get my throwing code done, and Monsoontide's Acklay smoothed out animation wise. I'll do what I can to help out....  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
12-16-2003, 3:39 AM
#32
Yes the way I was going about it is not ideal. But then again I'm not really a coder. and its learn as I go....  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
12-13-2003, 3:26 AM
#20
Yes, I was in the process of hunting down where the attaack occurs so I could implant just any basic attack animation. The only problem I see is the way it switches linked muzzles. I don't know if the animation would occur before or during the switc...  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
12-12-2003, 10:11 AM
#17
Have at it. I just have a copy of the walker class renamed. I'm tackling my other project at the moment....  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
12-11-2003, 11:01 AM
#14
I'll try and fix the attack while running and adding in the attack animation tonight. Otherwise I'm out for the day....  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
12-11-2003, 9:59 AM
#13
I emailed you the Droideka file and explained to him what you wanted to do. I decided to do this (vehicle class) as a side project....  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
12-11-2003, 9:42 AM
#11
Well I'm primarily on while at work. Get ahold of me at snip As you can see I monitor my emails as if it were IM. :)...  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
12-11-2003, 9:13 AM
#9
Could you perhaps point me in the right direction for that?...  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-13-2003, 6:53 AM
#18
Photo Island resizes them. http://www.photoisland.com/servlet/GuestLogin? USERNAME=keshire...  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-13-2003, 6:34 AM
#16
Hit wall, walk around it. It won't come back unless manually grabbed. http://mediaservice.photoisland.com/auction/Dec/200312121295422724517322.jpg http://mediaservice.photoisland.com/auction/Dec/200312124911928966278922.jpg http://mediaservice.pho...  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-13-2003, 4:46 AM
#15
Ok I streamlined my code. Made the neccessary changes to keep the sabermoveback from interfering. So it stays put. Only problem is it stays put until you manually remove it from the wall. It also reorients itself to point at the person throwing it...  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-12-2003, 8:26 AM
#14
Yep. I'm moving it over to the saberthrow touch. It has pointers to let me flip the saber around the plane it hits. But invalidates my saber flag. Give and take....  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-12-2003, 5:58 AM
#12
saberent->r.svFlags &= ~(SVF_NOCLIENT); saberent->s.eType = ET_MISSILE; VectorClear( saberent->s.apos.trDelta ); saberent->s.apos.trType = TR_STATIONARY; saberent->s.pos.trType = TR_STATIONARY; VectorCopy( saberent->r.currentOri...  [Read More]
Posted in: Enhanced Ideas: New Force Powers
 keshire
12-13-2003, 6:01 AM
#31
By hit-location, it should be the reticle. Standard push/pull power effect. aimed at arm, disarm or sent in parry. legs/torso, knockdown head, effect the view angle forcing it in a direction....  [Read More]
Posted in: Enhanced Ideas: New Force Powers
 keshire
12-13-2003, 3:37 AM
#29
I kinda like the idea of linking push/pull to hit locations for varied effects....  [Read More]
Posted in: Enhanced Ideas: New Animations
 keshire
12-12-2003, 3:29 AM
#42
They aren't. Well not the new animations. But they have it ignoring that. Or else the old models wouldn't work. There's several bones missing. Several Added, namely face stuff. There's one bone renamed. lhand to lhang...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-17-2003, 5:23 AM
#200
Since I'm moving off focus I don't know if this should go in a different thread. If so Feel free to move it into a saber system -saber throw thread. anyways. As I said I'm working on changing saber throw into a single use action. By single use I me...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-17-2003, 3:43 AM
#199
Are we disabling certain movements while blocking? I must have missed that....  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-17-2003, 3:36 AM
#197
Just have the auto-block when the block button is held down for gunfire only (psuedo-manual). Otherwise its manual-directional for saber vs saber. I thought this was the plan anyway?...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-13-2003, 5:36 AM
#192
Saber Stick in Wall ;) Hit wall, walk around it. It won't come back unless manually grabbed. Due to looped sabermoveback statement. http://mediaservice.photoisland.com/auction/Dec/200312121295422724517322.jpg http://mediaservice.photoisland.com/au...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 keshire
12-11-2003, 11:12 AM
#97
If the distance isn't much, will the lag be noticeable? Plus this should give the advantage of making the coding of pull being useable on them easier correct? Once you get them to that point it gives them all the properties of a thrown saber. They...  [Read More]
Posted in: JKA: Vehicles WIP - Speeder Bike, STAP & Dewback Pix
 keshire
12-17-2003, 2:33 AM
#661
I'm back home. Just have some things to catch up on here at work and home. I'll be working on the acklay by the end of the week. I've also started on some saber code changes. Some screens can be seen in the coding forum. (Had to do something while I...  [Read More]
Page: 22 of 27