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keshire

Latest Posts

Page: 24 of 27
Posted in: Basic Submission: Duel Taunts in all Gametypes
 keshire
12-02-2003, 8:36 AM
#2
What about the winning and showoff anims? ;)...  [Read More]
Posted in: Basic Brainstorming: Default Cvar Values
 keshire
12-03-2003, 3:25 AM
#16
Looks like broken limbs are also used for vehicle code but not in the same way. I think its used for checking what area of the radar flashes when damage is taken. Any ways, armbreakage, breakarm, and the brokenlimb state is located in these. Hope it...  [Read More]
Posted in: Basic Brainstorming: Default Cvar Values
 keshire
12-02-2003, 9:47 AM
#12
So custom sounds and anims are possible. And I'll do a more thourogh search when I get back in tonight....  [Read More]
Posted in: Basic Brainstorming: Default Cvar Values
 keshire
12-02-2003, 9:46 AM
#11
if (arm == BROKENLIMB_LARM) { if (ent->client->saber[1].model[0] && ent->client->ps.weapon == WP_SABER && !ent->client->ps.saberHolstered && ent->client->saber[1].soundOff) { //the left arm shuts off it...  [Read More]
Posted in: Basic Brainstorming: Default Cvar Values
 keshire
12-02-2003, 7:34 AM
#9
And how do you suggest that would work? A nice decal? /shrugs...  [Read More]
Posted in: Enhanced Ideas: New Force Powers
 keshire
12-02-2003, 6:29 AM
#9
Visual effects should always be kept to a minimum. Half the ones currently used should be tweaked as such. All the ones encasing players in aura's should be nixed. But again, thats just my personal opinion....  [Read More]
Posted in: Enhanced Ideas: New Force Powers
 keshire
12-02-2003, 6:16 AM
#7
Oops didn't phrase that right. The sonic pain anims. BOTH_SONICPAIN_START BOTH_SONICPAIN_HOLD BOTH_SONICPAIN_END _Humaniod. ;) We want to make the Force a powerful ally, not the end all of weapons And of course. But some have a greater understa...  [Read More]
Posted in: Enhanced Ideas: New Force Powers
 keshire
12-02-2003, 5:26 AM
#5
How about putting the howler sonic animation to good use? mindtrick extra levels? cowering some type of mind static (sonic anim) illusions etc. I'd like to see a stronger version of push that knocks people off their feet and sends them flying back...  [Read More]
Posted in: What's New?
 keshire
12-02-2003, 5:49 AM
#10
May also be a good idea to grab any non-duped textures too. The only pack I've seen out on the net didn't do that. It not only screws up the current textures but is a hefty size too. *edit* and the legality of it is also in question if setup for dow...  [Read More]
Posted in: Mystic Fire
 keshire
12-04-2003, 11:30 AM
#5
That would be my hilt model. Alot of the stuff I did as multi blade tests are in that pack....  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-03-2003, 6:30 AM
#176
Also maybe something ripped from the locational damage? As long as the saber kept the direction it pointed in when it collides I don't think there'd be a problem....  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-03-2003, 6:23 AM
#175
Would this be helpful for bolt detection? Its located in the expensive physics source. g_exphysics.c Obviously I'm not a coder but I have taken a few classes here and there. if (hasFirstCollision) { //at least one bolt collided //We'll get the offse...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-03-2003, 5:39 AM
#173
Can't attach it to closest bolt upon attack? You got plenty to choose from :)...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-03-2003, 4:55 AM
#171
I'd like to follow up on the idea I proposed about making saber throw single use. I found this saber flag that isn't helpful. since ALL the code related to it was taken out. q_shared.h //#define SFL_STICK_ON_IMPACT (1<<?)//if set, the saber w...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-02-2003, 9:17 AM
#170
Well, I was referring to the Force enhanced grapple moves. Most of them simply wouldn't be possible without using the Force. Ahh, so true, and yes that would make sense attached to push pull....  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-02-2003, 9:17 AM
#169
looking at the anims the grab can be left the same. Skip the first few frames of the being grabbed in the animation.cfg and can you code it so it starts a little late to sync them up? Not to mention adding if attacking from behind? Is that even possi...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-02-2003, 9:05 AM
#167
What about jedi vs merc servers? Only jedi get melee? Thats the problem with tying it to a force power....  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-02-2003, 6:24 AM
#165
And the move you describe would require new animations. Doable, but I'm not going to do them personally. If someone does the animations, I'll put them in the game as long as they were reasonable and don't suck. Some fiddling with the animation.cfg...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-02-2003, 6:08 AM
#161
How about applying it to an acrobatics force level, with selectable flips, and cart wheels based on level?...  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-02-2003, 6:05 AM
#160
I also think Melee damage should scale inversly with saber attack level? But thats just me....  [Read More]
Posted in: Enhanced Brainstorming: Saber System
 keshire
12-02-2003, 6:03 AM
#158
Sounds good to me. But, how about shortening the headlock move and making it only work if hit from behind? Lower the damage and have the attacker drop his saber? And really, is the grabbing the foot and swinging them around realistic? Maybe if done...  [Read More]
Posted in: Basic Ideas: Various Minor Additions
 keshire
12-02-2003, 10:28 AM
#76
Is there any type of gravity gun in the Star Wars universe? Hell, if Half-Life 2 has it why can't we? ;) have it act like the rancor/wampa attacks. It sends out the player's r_hand tag (which is what grabs the enemy) and slams them around a little a...  [Read More]
Posted in: JKA: Vehicles WIP - Speeder Bike, STAP & Dewback Pix
 keshire
12-05-2003, 2:56 AM
#617
That glider is going to need some creative editing to get it working right. Best idea is to see if you can get it working like the jetpack....  [Read More]
Posted in: JKA: Vehicles WIP - Speeder Bike, STAP & Dewback Pix
 keshire
12-04-2003, 2:35 AM
#605
Why yes it is. Same one as in my sig. My own personal model that I never released. And flier looks to be a mix of animal and fighter. (VH_NONE), (VH_WALKER), //something you ride inside of, it walks like you, like an AT-ST (VH_FIGHTER), //somethi...  [Read More]
Posted in: JKA: Vehicles WIP - Speeder Bike, STAP & Dewback Pix
 keshire
12-03-2003, 8:48 AM
#602
Wow quite the large thread. Finally made my way here. I do a lot of traveling but when I get back in town I'll get to work on improving some animations. Anyways just some notes. I'm going through the code and taking notes on what is where, if I can...  [Read More]
Page: 24 of 27