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d_eisenga

Latest Activity

Posted in: Trek VS. Wars
 d_eisenga
07-01-2001, 9:32 PM
#28
I'm not saying SW is BETTER, but it sure is more specacular. In the way of shiny droids and extravagant aliens. In TREK everyone looks like a normal human, with the exception of pointy ears or a dumb robotic stare. There. :cool:...  [Read More]
i already tried set_forwardmove -127, if thats what you mean....  [Read More]
yes, actually. I want the character to actually fly backwards at speed, like he would if he was pushed kicked....  [Read More]
well, this is what i have: set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_KNOCKDOWN2" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 2000.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH"...  [Read More]
i was on my way to bump this post(surely somebody knows the answer) but i thought of anpther question to ask. how can i use a script to move an NPC while this NPC is using a specific animation? i made a script that makes the NPC use one of the knock...  [Read More]
hm, this post is only part bump... the other half is yet another question. if I want to affect the player character in a script, it should be affect ( "player", FLUSH ), shouldnt it? I'm trying to set the force power levels. It doesnt have...  [Read More]
I've tried everything i could think of, but they just won't appear on my maps. with misc_turretG2, the console reports that its not a spawn function, but with misc_weapon_shooter i get no message at all. I've looked around a bit and haven't found an...  [Read More]
Posted in: spawn npc every X seconds?
 d_eisenga
06-14-2004, 5:12 PM
#8
thanks guys. i considerd doing the spawning that way, but i dont want the number of NPCs to be constant. i just want a maximum. but the way the level is designed it shouldnt be possible to crash the game with too many NPCs so i dont need to limit it...  [Read More]
Posted in: spawn npc every X seconds?
 d_eisenga
06-13-2004, 6:07 PM
#5
yes, it works perfectly! thanks a lot. one more thing though, with all those npcs getting killed, a lot of dead bodies and dropped weapons pile up on my map. the bodies disappear(if only when they go off-screen) but the weapons dont disappear unless...  [Read More]
Posted in: spawn npc every X seconds?
 d_eisenga
06-13-2004, 9:58 AM
#3
thanks, i'll try that right away :)...  [Read More]
Posted in: spawn npc every X seconds?
 d_eisenga
06-13-2004, 7:04 AM
#1
i want to make a map where a new NPC is spawned every X seconds(but only if there arent already X NPCs on the map). i know you can spawn a new NPC when en existing NPC dies but that requires you to put all the NPCs into the map and link them to eacho...  [Read More]
Posted in: SP character select screen.
 d_eisenga
06-09-2004, 7:39 AM
#2
dont know, but if its for a specific level or a TC, you could try to set the playermodel with a script at the start of the level....  [Read More]
Posted in: Bots with no force powers
 d_eisenga
06-09-2004, 8:47 AM
#2
in the botfiles folder, you can open all those .jkb files and assign force points to the force powers. set them all to 0 and they wont be able to use the force. (sorry if you already know this, but just to be sure: copy those jkb files to a new .pk3...  [Read More]
Posted in: The Downside of Yavin Sky!
 d_eisenga
06-08-2004, 5:46 AM
#3
i believe yavin sky DOES have the down texture, but it's a super-low resolution image, because you're never supposed to see it....  [Read More]
Posted in: Having problem with custom modelimporting to rad
 d_eisenga
06-05-2004, 3:18 AM
#4
i recall eeing a tutorial on how to make custom models and put them in your game, but i dont remember where that was. it might help you, so if anyone knows the tut i'm talking about, a link would be nice....  [Read More]
ah, thanks. i'll try it out as soon as i get home....  [Read More]
okay, they can walk now, but a new problem has arisen(dont they always). the tutorial says the navgoal has to be in the range of vision of the NPC, but when i want them to move in a long straight line and have to put several points in there, they pau...  [Read More]
danku :)...  [Read More]
yes, that was the first site i checked out but it only goes over camera controls....  [Read More]
okay, i am able to make a cutscene with a camera moving but without NPCs doing stuff its kinda boring huh. i couldnt find any tuts on making them walk to a certain point or along a path and checking the example scripts didnt help me much as they wer...  [Read More]
Posted in: this is weird... are some files in pk3s hidden?
 d_eisenga
06-09-2004, 3:53 PM
#7
ah! youre right. its there anyway. i must have gone through the file too fast and skipped it. thanks a bunch!...  [Read More]
Posted in: this is weird... are some files in pk3s hidden?
 d_eisenga
06-08-2004, 3:20 PM
#5
thanks - i'll do that. but the .skin file points to a .tga file in the models/player/jedi_tf map, and its not there. EDIT: okay, i checked the shader file as you said, but theres again no entry with that name in it. weird....  [Read More]
Posted in: this is weird... are some files in pk3s hidden?
 d_eisenga
06-01-2004, 4:15 AM
#3
well, there are NO image files of any type with that name. so no png or jpg either....  [Read More]
Posted in: this is weird... are some files in pk3s hidden?
 d_eisenga
05-31-2004, 4:28 PM
#1
for example, 'jedi_tf/lower_b1.skin' links to 'jedi_tf/hips_02_clothes.tga' wich i dont see in that dir at all... i copied the whole jedi_tf dir to a new dir and linked to the same file name in the new dir, and it couldnt find it. what gives? EDIT:...  [Read More]
Posted in: Making skins seem 'transparent'
 d_eisenga
06-02-2004, 5:48 AM
#7
you could do exactly that with a tga/png with an alpha channel. btw, those invisible guys in the JA single player levels, the kind that capture you on the level where you dont have your saber(forgot the name, and i cant check it cause im at school)....  [Read More]