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Tinny

Latest Posts

Page: 9 of 17
Posted in: Jetpack Handling
 Tinny
10-24-2004, 10:05 AM
#2
hmm, look for gravity codes around the jetpack functions. i swear activating jetpack only makes the gravity less, i might be wrong....  [Read More]
Posted in: love....love.....love
 Tinny
10-16-2004, 8:12 AM
#3
What exactly is it?...  [Read More]
Posted in: screen shot (step by step explanations...)
 Tinny
10-21-2004, 2:32 PM
#27
She was just saying that if you made a mistake in your post or forgot to add something just click on the edit button below your comment and you can make the fix without adding more posts....  [Read More]
Posted in: screen shot (step by step explanations...)
 Tinny
10-14-2004, 12:12 PM
#9
it should be in your base folder or the mod folder in a sub folder called screenshots....  [Read More]
Posted in: screen shot (step by step explanations...)
 Tinny
10-14-2004, 11:08 AM
#6
according to Amidala's script you'd press Page Down to get the screenshot....  [Read More]
Posted in: old school mod
 Tinny
10-11-2004, 9:19 AM
#7
Will do, thanks for the heads up Razor and the code offer :)....  [Read More]
Posted in: old school mod
 Tinny
10-11-2004, 6:51 AM
#5
Nope, right now looking at the siege code to see if i can trigger adding points to someone when they cross an area. Other than that i've not done much to npc ai or scripting. I'm looking into the script code in the lasthope mod to get the t3_rift lev...  [Read More]
Posted in: old school mod
 Tinny
10-11-2004, 4:24 AM
#3
Thanks Razor. As of now co-op only consists of racing and going through ladder style maps with 2 players taking on spawning npcs, and if you strike other players or bots it registers your score as a suicide or team kill....  [Read More]
Posted in: old school mod
 Tinny
10-10-2004, 8:40 PM
#1
hey guys, with the help of some of the best coders on these forums like Azymn, Wudan, RazorAce, and Renagade i've managed to code a mod for JA. Its made jointly by our clan Redeemed who've donated some help in mapping and making efx files. I've been...  [Read More]
Posted in: Best mod for Jedi Academy MP?
 Tinny
10-09-2004, 7:18 PM
#20
Originally posted by Ace-_Ventura http://hacked.free-bsd.org/funstuff/pics/teehee.jpg ahahaha, the sith will rise again...  [Read More]
Posted in: Jedi clothes
 Tinny
10-06-2004, 2:47 PM
#2
Darth Vader killed a buncha prequel jedis along with their tailors so clothing styles changed :/...  [Read More]
Posted in: Multiplayer map siege_hoth
 Tinny
09-27-2004, 3:52 PM
#5
if you're trying to load it up from the console use mp/siege_hoth instead of siege_hoth :)...  [Read More]
Posted in: Cool map
 Tinny
09-27-2004, 9:09 AM
#2
to play around with large stuff i usually use t2_trip....  [Read More]
Posted in: How do I edit Force Drain?
 Tinny
09-23-2004, 5:57 PM
#2
hmm, try taking a look insde w_force.c at these 2 functions. forcedrain and forceshootdrain, those might help, and try look at the forcelightning and forceshootlightning code too, to see how force powers take away health....  [Read More]
Posted in: How Can Boba Fett be Alive
 Tinny
09-23-2004, 2:59 PM
#5
chewbacca (leader of the emerging sith movement) resurructed him with some voodoo and raw chicken....  [Read More]
i'm thinking he might have been killed by luke....  [Read More]
Posted in: animation timer
 Tinny
09-20-2004, 8:50 PM
#8
the problem was when i activated force sight it wouldn't overwrite the other animation, but now it works pretty well, thanks so much Razor....  [Read More]
Posted in: animation timer
 Tinny
09-19-2004, 5:43 PM
#6
it won't let me edit my post, i'm posting a cleaner looking version of what i posted above: if ( !((traceEnt->client->ps.fd.forcePowersActive & (1 << FP_SEE)) && (traceEnt->client->ps.fd.forcePowerLevel[FP_SEE] > FOR...  [Read More]
Posted in: animation timer
 Tinny
09-19-2004, 5:40 PM
#5
hmm, lets say i wanted someone to do a screaming animation(BOTH_SONIC_PAIN), now i set it the handextend, and i set the the handextend time (around 10 seconds). i try to write another line that says if the person activates force seeing, he can cut of...  [Read More]
Posted in: animation timer
 Tinny
09-19-2004, 1:49 PM
#3
ah ok, thanks Razor. do you know if there's anyway to overwrite an anim by executing something else if the handextend time is say set to 5 seconds ? so the animation will run for 5 seconds unless the person activates force absorb or something....  [Read More]
Posted in: animation timer
 Tinny
09-18-2004, 2:56 PM
#1
hey guys, i'm completely confused as to the function or difference between torsotimer and handextendtime in upperbody animations. what i have now is its playing an animation with handextendtime length, but if i try to cut it off by activating force s...  [Read More]
Posted in: Level 4 force powers?
 Tinny
09-05-2004, 4:43 PM
#2
as of now you can't edit single player code, only mp :/. but if you want to edit force powers in mp look at the w_force.c file....  [Read More]
Posted in: A little guiddance please
 Tinny
09-01-2004, 6:29 AM
#2
you might wanna check out the .npc files located inside the .pk3 files in the base folder, i don't think it has to do with the actual code much....  [Read More]
Posted in: Force Grip, Duration, and other stuff
 Tinny
08-31-2004, 5:15 PM
#4
hmm, i'm not sure what that line would do, but try messing with powerSucceeded = 0; //always 0 for nonhold powers line and self->client->ps.fd.forceButtonNeedRelease = 1; line, i believe those 2 should get you to what you want. and inste...  [Read More]
i'm a bit confused, Renagade and Slider, how do we fix this in our mods? Do we just remove all functions with the #ifdef _DEBUG and #endif things around them?...  [Read More]
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