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keshire

Latest Posts

Page: 23 of 27
Posted in: Making MP sabers in SP
 keshire
12-11-2003, 4:22 AM
#13
Now I don't know about CPC models. I'm sure the code could be altered for MP, to have the names stored in the playerchoice file. But again you'd need the Single player source to modify it for single player. Why they didn't do it that way is beyond m...  [Read More]
Posted in: Making MP sabers in SP
 keshire
12-11-2003, 3:48 AM
#11
Yep at the moment Single player doesn't pull any outside .sab's like multi does. So you have to "inject" them yourself. Once in the menu and a name in the strings....  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
12-11-2003, 9:05 AM
#7
Soon as I'm done. I'm hunting down where the attack string is so I can insert an animation there. Something general like BOTH_ATTACK2. Also need to hunt down the movement area for run. Which shouldn't be too hard, I came across it once before. Just...  [Read More]
Posted in: vehicle limit and new vehicle classes
 keshire
12-11-2003, 8:35 AM
#5
I've got VH_DROIDEKA defined for you Duncan. At the moment It is exactly like the ATST. I'll be changing that shortly....  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-10-2003, 5:45 AM
#11
Ok here's what I have. And I figure its beta. if (saberHitWall && (self->client->saber[rSaberNum].saberFlags & SFL_STICK_ON_IMPACT)) { saberent->s.eType = ET_MISSILE; //ET_MISSILE Makes it self destruct, ET_GENERAL doesn't work...  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-10-2003, 4:29 AM
#10
Well it was dieing while connected to a wall. I think my problem is that I never declared it as a stationary. So technically the saber itself is still moving. Funny thing is as I was scouring the source for my answer I came upon both the lasertrap an...  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-09-2003, 11:50 AM
#7
Ok. It sticks, Its pointed in the right direction, it stops spinning (also made the regular throw vertical instead of horizontal), it also uses the STICK_ON_IMPACT flag. One problem, the saber hilt explodes because it only works with ET_MISSILE. Ca...  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-06-2003, 10:28 AM
#6
Here we go this was what I was looking for. And yes I've tracked down the "companion code" in the cgame. void WP_SaberPositionUpdate( gentity_t *self, usercmd_t *ucmd ) { //rww - keep the saber position as updated as possible on the server...  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-06-2003, 9:46 AM
#4
I've seen references to it. Also sabermoveback does it without the spin. As long as the return damage flag isn't set. But I don't think thats what I'm looking for. I want it stationary. Preferably with z axis pointed towards wall. if ( saberent->...  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-06-2003, 8:46 AM
#2
Ok this is what I have so far. if (saberHitWall && !(self->client->saber[rSaberNum].saberFlags & SFL_BOUNCE_ON_WALLS) && (self->client->ps.saberInFlight)) { saberent->s.eFlags = EF_MISSILE_STICK; } So it sticks t...  [Read More]
Posted in: Sfl_stick_on_impact
 keshire
12-05-2003, 8:27 AM
#1
//#define SFL_STICK_ON_IMPACT (1<<?)//if set, the saber will stick in the wall when thrown and hits solid architecture (good for sabers that are meant to be thrown). If I wanted to code this back in how would I go about doing it? entityState...  [Read More]
Posted in: Basic Brainstorming: Animevents/Sound Effects
 keshire
12-05-2003, 7:00 AM
#2
So your saying that any new events added will not work with the way sp is coded? If so then yes split them....  [Read More]
Posted in: What's New?
 keshire
12-10-2003, 9:25 AM
#13
I'm currently working on re-implementing the SFL_STICK_ON_IMPACT .sab flag. And I'm getting closer to perfection....  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-05-2003, 7:09 AM
#186
If I wanted to code the saber wall sticking back in I'd need to use: entityStates right? entityState_t->eType and eFlags ET_MISSLE //To turn saber into missle? Does saberInFlight already do this? EF_MISSILE_STICK //when touches wall? and maybe...  [Read More]
Posted in: WIP: Hellfire Droid
 keshire
12-10-2003, 11:14 AM
#69
Hey Duncan since most of your stuff is practically open source any way. Why not stop by the OJP forum? http://www.lucasforums.com/forumdisplay.php?s=&forumid=542 The Open Jedi Project releases stuff for others to use and improve upon in return...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 keshire
12-11-2003, 9:08 AM
#96
Ah. Yes your right. I remember that when starting to edit the stick to walls. Don't know what I was thinking....  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 keshire
12-11-2003, 7:39 AM
#94
maybe Setup a statement like how the saber throw works? bolt the saber(s) to a hip bolt. (during saber off and non ignited "collected" sabers) move the pos and apos by a certain amount? would something like that work?...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 keshire
12-11-2003, 4:18 AM
#92
These are the tags you'd be interested in. bolt_hip_l (left) bolt_hip_r (right) bolt_hip_bl (back left) bolt_hip_br bolt_hip_fl (front Left) bolt_hip_fr Six sides of the model at the hip. If they aren't found and I hope it wouldn't come to that, d...  [Read More]
Posted in: droideka model
 keshire
12-10-2003, 11:05 AM
#32
Sure let me take a looka t it. I'll also pass it along to RenegadeOfPhunk. http://forums.jk2mods.com/ jmattison@scottrade.com...  [Read More]
Posted in: droideka model
 keshire
12-10-2003, 9:37 AM
#30
And it would save me the time to animate someone else's Droideka myself....  [Read More]
Posted in: droideka model
 keshire
12-10-2003, 9:37 AM
#29
Think Seige class. RenegadeOfPhunk wants to add it as a player character in the next Movie Battles Mod. He can code it so only certain animations are used. So no lightsabers. ;)...  [Read More]
Posted in: droideka model
 keshire
12-10-2003, 3:33 AM
#27
Duncan I may be able to help. But I'd also like to take a crack at making the droideka a player character. Which would give you access to all the transition animation options....  [Read More]
Posted in: JKA: Vehicles WIP - Speeder Bike, STAP & Dewback Pix
 keshire
12-11-2003, 2:55 AM
#651
Nope stuck here a little while. My wife is throwing a hissy about it. I was supposed to be back Sunday. I'll be home by Friday though. In the Meantime, More AS/400 training for all!...  [Read More]
Posted in: JKA: Vehicles WIP - Speeder Bike, STAP & Dewback Pix
 keshire
12-09-2003, 2:38 AM
#646
As soon as I'm able to leave denver I can get to work the acklay again. At the moment I'm kinda stuck. Stupid snow. 8-10 inches tonight and tomorrow....  [Read More]
Posted in: JKA: Vehicles WIP - Speeder Bike, STAP & Dewback Pix
 keshire
12-06-2003, 10:21 AM
#627
There are only so many rider anims to choose from. Unless someone makes more....  [Read More]
Page: 23 of 27