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razorace

Latest Posts

Page: 35 of 133
Posted in: JK2 RGB Disruptor Fire
 razorace
08-07-2004, 1:49 AM
#2
Well, first off, thank you not asking for a handout. That's a very refreshing change of pace. Anyway, in reguards to your request, I'm guessing that the best way to handle this would be to alter the EV_DISRUPTOR_* game events (search for "EV_DI...  [Read More]
Posted in: swoops and shaolin code
 razorace
08-07-2004, 2:08 AM
#3
Agreed....  [Read More]
Posted in: problem with eflags
 razorace
08-07-2004, 3:42 AM
#4
Ok, I'm glad I could help. FYI, you can change eflag define names if you want to. It won't break the eflag network code. :) Just don't go over the current bit transfer limit set by the external code files....  [Read More]
Posted in: problem with eflags
 razorace
08-07-2004, 2:04 AM
#2
1. What is REWARD_SPRITE_TIME defined as? 2. If the jetpack stuff is affecting your capture icon, it probably means that your eflags are conflicting. Make sure that your EF_AWARD_CAP value is not the same as the other eflags....  [Read More]
Posted in: Missles for vehicle error
 razorace
08-07-2004, 2:13 AM
#2
What happened when it didn't work?...  [Read More]
Posted in: Making bots more skilled
 razorace
08-03-2004, 10:36 PM
#2
hatelevel - Determines the maximum revenge/hate level this bot can have when loved ones die multiple times. The higher the revenge level the better accuracy this bot has against their revenge target. However, this also sets the level at which the &qu...  [Read More]
Posted in: strafe jumping in seige?
 razorace
08-02-2004, 4:05 PM
#8
Well, I meant exploit as in it was originally not intended. Anyway, this means that there has to be an exception set up in the bg_pmove.c and/or or possibly the g_active.c. Look for g_gametype checks in those files and you should be able to backtra...  [Read More]
Posted in: strafe jumping in seige?
 razorace
08-02-2004, 12:59 AM
#6
Ok, well since Jump Strafing (at least I heard) is suppose to be an exploit of the Quake movement code, I honestly can't say how it doesn't work in Seige. Does it work in the other gametypes?...  [Read More]
Posted in: strafe jumping in seige?
 razorace
08-01-2004, 3:57 PM
#2
Define strafe jumping....  [Read More]
Posted in: Sound Trackers not followins ents
 razorace
08-02-2004, 12:52 AM
#8
Originally posted by =X=Master HeX It's G_Sound.. I'm thinking though that it's a clientside bug because all the old sound tracker code is basically the same. I'm only noticing changes to the client and how they handle sound trackers. Well, from m...  [Read More]
Posted in: Sound Trackers not followins ents
 razorace
08-01-2004, 3:55 PM
#4
which function is used to start the sound? G_Sound or G_SoundonEnt?...  [Read More]
Check out the second JKA SDK release....  [Read More]
I beleive that code is in g_weapon.c in the source files....  [Read More]
3. You'd have to do some code modifications to get that to work....  [Read More]
Posted in: Slloooooowww saber combat
 razorace
07-30-2004, 6:08 AM
#3
I agree. It does seem like a reasonable idea AND not hard to impliment....  [Read More]
Posted in: Animations
 razorace
08-07-2004, 4:43 AM
#16
Unfortunately, no....  [Read More]
Posted in: Animations
 razorace
08-06-2004, 10:27 PM
#12
Just look thru the animation.cfg for animations with negative frame rates. That will show you how to do it....  [Read More]
Posted in: Animations
 razorace
08-01-2004, 12:44 AM
#10
Well, it's not that simple. You'd have to have a code compiler that can compile .dlls and know C/C++....  [Read More]
Posted in: Animations
 razorace
07-31-2004, 4:19 PM
#8
.dll = gameplay code. It's in the second SDK release....  [Read More]
Posted in: Scripting Help Details
 razorace
08-06-2004, 9:22 PM
#78
We're not finished yet. The JK2 scriptings still needs to be completed....  [Read More]
Posted in: Scripting Help Details
 razorace
08-02-2004, 1:18 AM
#73
There appears to be 21 maps worth of scripting for the JK2 maps....  [Read More]
Posted in: Scripting Help Details
 razorace
08-01-2004, 3:23 PM
#71
Well,just remember that all the JK2 scripts are in the second JK2 SDK release just like with JKA....  [Read More]
Posted in: Scripting Help Details
 razorace
08-01-2004, 12:31 AM
#68
Originally posted by lukeskywalker1 Also, about the vehicles, I was wrong, it wasnt the 'Use' command (in icarus) that made NPCs board ships/swoops, it was the //(BHVD) set ( /*@SET_TYPES*/ "SET_VEHICLE", "DEFAULT" ); command....  [Read More]
Posted in: Scripting Help Details
 razorace
07-30-2004, 7:05 PM
#64
Yep, Tier 1 is finished. The intro sequence is finished as well....  [Read More]
Posted in: Blocking System
 razorace
08-01-2004, 3:33 PM
#4
OJP is always set up to be installed the same way. You just unzip to your main game directory (with folder names preserved) and it will create the approprate folders automatically. You should never place code mods in your /base directory. As for l...  [Read More]
Page: 35 of 133