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SMoKE

Latest Posts

Page: 2 of 3
Posted in: Invovling NPC's
 SMoKE
05-09-2005, 8:56 AM
#11
Hmm... I can't figure out what's wrong... Try another NPC as MadJawa suggested, either another reborn, or a NPC_tavion_new etc....  [Read More]
Posted in: Invovling NPC's
 SMoKE
05-08-2005, 5:20 PM
#8
Hmm... Does an error-message appear in the console in-game when you load it?...  [Read More]
Posted in: Invovling NPC's
 SMoKE
05-08-2005, 5:06 PM
#6
Don't connect the NPC to the waypont-route. Only the waypoints themself should be connected, and the NPC should only be standing besides one of the waypoints. The entity-list is good. Keep that, and only connect the waypoints together. Then it should...  [Read More]
Posted in: Invovling NPC's
 SMoKE
05-08-2005, 2:37 PM
#4
First, you'll have to connect the waypoints. Select the first one, and then the second one, and press Ctrl+K Then, a yellow line should appear between the two waypoints. Do this with the rest of the waypoints as well untill you have a route. And hav...  [Read More]
Posted in: Invovling NPC's
 SMoKE
05-08-2005, 10:26 AM
#2
You must add an NPC_npcname in your map. NPC_reborn etc. Then, a Reborn will appear in-game where your NPC_reborn was placed. To make it walk around, add the following key and value to it: Key: spawnscript Value: mp/wander Then make some waypoints,...  [Read More]
Posted in: Models..
 SMoKE
05-07-2005, 2:40 PM
#4
You shouldn't use spawnflags 2 too much, as it lags up the game if there are many of them. But the textures/system/physics_clip is a good option....  [Read More]
Posted in: NPC controll script
 SMoKE
04-30-2005, 5:09 PM
#2
That's not possible in MP......  [Read More]
Posted in: password
 SMoKE
05-12-2005, 6:04 PM
#10
Key: classname Value: trigger_multiple Key: usetime Value: x Then the player must 'use' the trigger_multiple in x amount of milliseconds before the trigger_multiple triggers its target(s). Often seen in Siege. I know that's maybe not exactly what y...  [Read More]
Posted in: disintegrating
 SMoKE
04-29-2005, 5:31 AM
#8
MP coding*:p It's the same as the lightnings......  [Read More]
Posted in: disintegrating
 SMoKE
04-29-2005, 5:29 AM
#7
Well, the SP coding is quite different from the SP coding......  [Read More]
Posted in: disintegrating
 SMoKE
04-29-2005, 5:26 AM
#5
Don't think it's possible:(...  [Read More]
Posted in: adding fire sound to fire.efx
 SMoKE
04-24-2005, 3:56 PM
#2
Hey, You must add a target_speaker with the following settings: key: classname value: target_speaker key: spawnflags value: 1 key: noise value: sound/effects/fire_lp That will make a looped fire-sound where you put the target_speaker;)...  [Read More]
Posted in: jump to lightspeed
 SMoKE
04-11-2005, 8:35 AM
#2
Hehe... Yea, I know, but it's kinda hard to explain;) You could decompile the siege_destroyer map from RavenSoft to see how they make 'em:D You can learn how to decompile a map here: http://www.lucasforums.com/showthread.php?threadid=124278&high...  [Read More]
Posted in: Map-Objects Download
 SMoKE
02-28-2005, 7:04 AM
#6
Ell, I wish I could, but I can't afford to spend time on both learn modelling and then make the three, because it's unbelievable much to do in school at the time, but maybe I should try it if I get some spare-time sometime;) Well, anyway, where can i...  [Read More]
Posted in: Map-Objects Download
 SMoKE
02-28-2005, 6:07 AM
#4
OK, I found this site http://www.massassi.net/ with some map-objects, but no one is what I'm looking for, and anyway they are for Jedi Outcast, not for Jedi Academy. What I'm looking for is a tree looking like this: http://downloads.bioware.com/starw...  [Read More]
Posted in: Map-Objects Download
 SMoKE
02-27-2005, 6:29 AM
#3
OK, but I'm looking for some Star Wars-based models. Where can I get that? Thx again...  [Read More]
Posted in: Map-Objects Download
 SMoKE
02-24-2005, 9:37 AM
#1
Does anyone know where I can find some map-objects (.md3 and/or .ase) for downloading? Thx...  [Read More]
Posted in: Dantooine Jedi Enclave
 SMoKE
02-24-2005, 12:59 AM
#20
Eh... OK... Do that, KitchenKnif;)...  [Read More]
Posted in: Dantooine Jedi Enclave
 SMoKE
02-23-2005, 12:21 PM
#18
I have no idea:( I'm pretty newbe in forums... But if you have MSN, my e-mail is th_smoke@hotmail.com. Try contact me there:)...  [Read More]
Posted in: Dantooine Jedi Enclave
 SMoKE
02-23-2005, 2:44 AM
#16
K, guys, I've started on a Dantooine Jedi Enclave, but I'm only planning to make the inside area. At least in the first version. But I need some screenies of the rooms and such, so if you have someone, plz share them. Also I need some models of the t...  [Read More]
Posted in: help please
 SMoKE
08-16-2004, 7:18 AM
#10
No probz:)...  [Read More]
Posted in: help please
 SMoKE
08-16-2004, 7:01 AM
#8
You can forget that script-thing... All you need to do is this: Be sure to have a trigger_multiple and a trigger_hurt. ------------------------------------------------------------------------------------ Trigger_multiple: Key: Wait Value: 5 Key: t...  [Read More]
Posted in: trigger_teleport probz
 SMoKE
08-16-2004, 6:39 AM
#9
OK, I see your point, but I would like to use one trigger_multiple to change these targets, and that's not possible with your theory... That would work great with three different buttons, but not for one trigger_multiple:(...  [Read More]
Posted in: .GLM models in maps???
 SMoKE
08-16-2004, 6:33 AM
#6
I've also tried misc_g2model, but that doesn't seem to work:(...  [Read More]
Posted in: Guns appear by a switch, only spawning once..
 SMoKE
08-16-2004, 7:27 AM
#5
I'm not sure on this one, but if you try to make a trigger_multiple, a target_give and a weapon_blaster (f. eg.) and connect the trigger_multiple to the target_give, and then connect the target_give o the weapon_blaster... I haven't tried this, but...  [Read More]
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