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Barada

Latest Posts

Page: 1 of 1
Posted in: Two questions
 Barada
11-24-2004, 3:47 PM
#4
If you're just trying to remove black marks, and not sparks or explosions from the weapon impacting the wall, you're just dealing with .EFX files. Dig around in the weapons wall imact or explosion .EFX files in one of the assetts pk3's for each weap...  [Read More]
Posted in: Weapon Ammo
 Barada
11-22-2004, 1:21 AM
#4
I was able to obtain this by the change I mentioned in bg_weapons, but I also have a client compile. Try compiling client. Yeah, that sucks if you're trying to go serverside only mod, I know. But, it works. Just to test it, I removed my mods cgame,...  [Read More]
Posted in: Weapon Ammo
 Barada
11-21-2004, 2:08 PM
#2
should be in bg_weapons.c just zero out energyPerShot and altEnergyPerShot for the specified weapon....  [Read More]
Posted in: Players sliding...
 Barada
11-09-2004, 6:24 PM
#3
in pmove, about line 9603... //FIXME: don't slide off people/obstacles? if ( pm->ps->legsAnim == BOTH_BUTTERFLY_RIGHT || pm->ps->legsAnim == BOTH_BUTTERFLY_LEFT )....... Not sure if that's the right place to look, I don't have a way to...  [Read More]
Posted in: S_FindName: empty name
 Barada
10-25-2004, 12:08 PM
#3
I have been. I've only started doing the final build within the last week. I've had no previous error in debug relating to whatever may cause this....  [Read More]
Posted in: S_FindName: empty name
 Barada
10-25-2004, 1:14 AM
#1
Encountered this error about 15 minutes into a server test. Shutting down OpenGL subsystem S_FindName: empty name Anyone had this problem and found a result? I searched S_FindName in code, and it doesn't exist. Searched old q3 source code and it ha...  [Read More]
Posted in: custom models/skins in mod
 Barada
10-09-2004, 10:03 PM
#3
well alright then. simple enough....  [Read More]
Posted in: custom models/skins in mod
 Barada
10-09-2004, 7:08 PM
#1
Hopefully this is an easy one for you guys, I'm not too familiarized on client spawning functions. Almost all mods have this, a client can use a model/skin the server does not have. I'm guessing it's server side and I'm looking in g_client., but tur...  [Read More]
Posted in: Please help with my first coding mod
 Barada
09-23-2004, 12:16 AM
#3
To your first post - I think if you want to disable item pickups, you'd probably want to poke around in g_items, probably in the G_SpawnItem and touch_item functions. For a printed message when you spawn, check g.cmds or g.client. Most of the MP st...  [Read More]
Posted in: JediMod 1.2 source code
 Barada
09-25-2004, 12:20 AM
#9
if you copied EVERYTHING relating to the grapple from the JM source code, it should work. Search everything you possibly can in the JM source. grapple, hook, grappling, grap, etc etc.......  [Read More]
Posted in: disabling saber
 Barada
09-19-2004, 1:21 AM
#12
count_coder, in g_client.. Around line 3418 (I don't know how many changes I made here, so just look around that line) { if (client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE]) { client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER ); //these...  [Read More]
Posted in: disabling saber
 Barada
09-09-2004, 2:19 PM
#7
ok, I'm not understanding what OJP is. Reading documents now....  [Read More]
Posted in: disabling saber
 Barada
09-09-2004, 1:10 PM
#5
Maybe I'm not looking in the right place on your site. I'm going to Documentation>Open Jedi Project Cvars and using - g_weaponDisable 0 Multiplayer, Weapons Description: Controls which weapons are useable in etc... g_weapondisable 8 for saber....  [Read More]
Posted in: disabling saber
 Barada
09-08-2004, 6:39 PM
#3
same problem. Using G_weapondisable does not work on the saber as far as I have gotten. Most people just take points off of saber attack to access melee. Typing g_weapon disable 8 (the value for saber) doesn't work. And it wigs out and disables EVER...  [Read More]
Posted in: disabling saber
 Barada
09-08-2004, 1:17 AM
#1
aye, yup, disabling the saber.. but can't figure out best way to do this. changing the cvar default for g_weapondisable in g_main accomplishes nothing. Any other attempts either crash or don't compile. This has got to be a simple one, and it's not l...  [Read More]
Posted in: string files
 Barada
08-29-2004, 3:06 AM
#2
bleh, nevermind. Created new string files in base, and pointed source files to them....  [Read More]
Posted in: string files
 Barada
08-28-2004, 5:31 PM
#1
Any idea why an altered string file will work in a pk3 in base folder, but will not work in a pk3 in my mods folder launched with the mod??? Basic weapons mod here. New weapons and code, but I need to change the names of these things. Can be accomp...  [Read More]
Posted in: grapple hook
 Barada
09-14-2004, 12:10 PM
#6
http://jediknight2.filefront.com/file/JediMod_v12_Source_Code;4582...  [Read More]
Posted in: grapple hook
 Barada
08-21-2004, 9:10 AM
#3
Bah! bg_public... ... #define PMF_SCOREBOARD 8192 // spectate as a scoreboard #define PMF_STUCK_TO_WALL 16384 // grabbing a wall //============grapplemod================= #define PMF_GRAPPLE_PULL 16384 //Grapple ... 16384! Luckily, I noticed that I...  [Read More]
Posted in: grapple hook
 Barada
08-21-2004, 5:38 AM
#1
Tearing my hair out on this one.... Hoping someone has run into similiar problem. Trying to get a grapplehook in a JA mod. I'm using the grapple hook code from Jedimod1.2 source code release. As far as I know, I've copied everything exactly. Compi...  [Read More]
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