Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

lassev

Latest Posts

Page: 3 of 24
Posted in: I have some questions.
 lassev
10-24-2004, 5:50 AM
#2
Originally posted by TK42235 How do I disable the effect for force rage, force protect, force absorb? I know its a shader but how would I disable them? If you know and can locate the shader, then just replace that shader with a "null" sha...  [Read More]
Posted in: Cultist Destroyer?
 lassev
10-23-2004, 4:43 PM
#12
Originally posted by TK42235 Cool! Hay lassev could I use this in my Realism Project Mod (http://www.forumforfree.com/forums/index.php?mforum=realismprojectm&showtopic=3)? Ah, yes, but of course! There's actually a readme inside the pk3 that s...  [Read More]
Posted in: Cultist Destroyer?
 lassev
10-23-2004, 12:02 PM
#10
Ah, well, why don't you have a look for yourself? :) Cultist Destroyer effect pk3 packet (http://www.student.oulu.fi/~lvaarisk/external/cul_dest.pk3) containing the efx, the red lightning image and the shader. Have fun! EDIT: Readme included in t...  [Read More]
Posted in: Cultist Destroyer?
 lassev
10-23-2004, 4:17 AM
#8
Oh, yes... It indeed works after placing an effect called that in the folder. I copied, renamed and edited a red version of the concussion rifle explosion effect for it. Now the suicidal cultist charges himself with force_rage, runs to the player, pl...  [Read More]
Posted in: Cultist Destroyer?
 lassev
10-22-2004, 11:06 AM
#6
Indeed. But the question remains: What entity (or effect) must be loaded (cached) before the reborn_destroyer, because the effect is not cached when the NPC itself is loaded. It won't be solved with a second reborn_destoyer spawning, that much I know...  [Read More]
Posted in: Cultist Destroyer?
 lassev
10-22-2004, 2:39 AM
#4
The class AI behavior seems to work fine, but my experimentation with this class has revealed a problem quite similar to the remote droid. The remote weapon didn't show any visual effects in game as long as I didn't have bryar_pistol loaded beforehan...  [Read More]
Posted in: No Draw Texture question
 lassev
10-12-2004, 2:16 PM
#3
Originally posted by Lil Killa Aren't you suposed to see outside when you make a window? Indeed. Unless you are standing outside and trying to look inside the building through the window, and still see the outside......  [Read More]
Posted in: button question
 lassev
10-09-2004, 12:46 AM
#5
Use target_counter. Target the triggers (or func_buttons if you prefer) to the target_counter instead of the door. Set the count value in the counter properties to correspond to the amount of trigger you want to use. Now, the target_counter is a bit...  [Read More]
Posted in: Help me make a "little clan" or "mod"?
 lassev
10-14-2004, 3:31 AM
#15
This is one lousy thread. It was unclear and obscure right from the beginning and only grew worse. Congrats!...  [Read More]
Posted in: sp_mine
 lassev
09-01-2004, 1:30 PM
#5
Looks very good! If your other SP elements (e.g. plot, gameplay) are as good as that room, you should definitely release this map. SP maps are scarce as it is, so quality maps are very rare gems....  [Read More]
Posted in: Npc Weirdness!!!!
 lassev
08-30-2004, 2:50 PM
#2
Do you have some extra, non-Raven (=evil) pk3s in your base folder? That might explain it....  [Read More]
Posted in: Project Victor
 lassev
08-30-2004, 12:04 AM
#6
The most detailed textures I have ever seen! Totally first-class work. And architectural detailing is also spot on. And like Codja said, you have some splendid lighting effects also. However, I agree with Lil Killa on the crystal... The clock would...  [Read More]
Posted in: spawning npc's from a script
 lassev
08-29-2004, 6:24 PM
#4
If you prespawn the NPCs before the cinematic, you might want to turn the invisible. Otherwise the player will see them with force sense. Although not directly harmful, but it'd be nevertheless a technical glitch. But invisibility solves that quite e...  [Read More]
Posted in: spawning npc's from a script
 lassev
08-29-2004, 6:53 AM
#2
That is indeed true. You cannot spawn an NPC in the script and then immediately affect him. It's proven failure. If you need the NPC for a cinematic, you can prespawn the NPC a little earlier (for example when the player triggers some trigger before...  [Read More]
Posted in: some scripting questions
 lassev
08-26-2004, 7:07 AM
#11
Well, the basic problem in MP is that the players are not identifiable, as far as I know (which might be wrong, since I don't map MP). To set a leader, you need an identification of the leader. I'm not sure how the alignments (teams) work in MP. Mayb...  [Read More]
Posted in: some scripting questions
 lassev
08-24-2004, 2:36 PM
#7
Originally posted by snife that wasnt really what i was recuested, i wanna make like a "npc's-love-u -button" like it chances some npcs like a reborn to not kill u,,, and the follow u and kill every1 near u! like a body guard and its goi...  [Read More]
Posted in: some scripting questions
 lassev
08-24-2004, 11:06 AM
#5
Originally posted by Shadow_stone lassev did ever play JO? you remember at kejim post? u had to enter a password or a set of passwords to move on, (u had to get the right "picture" anways i dont know if u remember but i think thats what...  [Read More]
Posted in: some scripting questions
 lassev
08-24-2004, 5:47 AM
#2
1. If you want to affect a brush entity, use script_targetname. If you want to affect an NPC, use NPC_targetname. 2. Team_player normally follows the player. Team_neutral just stands there, doing nothing unless you attack him. Team_enemy of course a...  [Read More]
Posted in: Mouse droid
 lassev
08-23-2004, 5:48 AM
#11
Mercenary already told how it's done. Nothing's easier. But I agree with lukeskywalker1: I'm very surprised if this particular command works in MP....  [Read More]
Posted in: Now for something alittle different...
 lassev
09-04-2004, 9:05 AM
#18
The skybox is indeed magnificent!...  [Read More]
Posted in: Now for something alittle different...
 lassev
08-29-2004, 11:56 PM
#12
I might be alone with my opinion, but somehow I liked better the temple look than the Las Vegas look......  [Read More]
Posted in: Wip: Muunilinst
 lassev
08-24-2004, 5:59 AM
#20
Totally awesome and incredible! Those could be shots of a real commercial game level. You really have detailed everything, and you have plenty of custom textures. I can only say your taste for architecture and texturing is very good. I have no idea...  [Read More]
Posted in: What platform will this remade Dark Forces be for?
 lassev
09-24-2004, 12:38 AM
#23
Won't this mod be run from a Gamedata subfolder just like any other SP campaign? Since the possibilities for SP modding are somewhat limited, I don't see other viable choices. Of course your scale is vastly different to anything I have messed with....  [Read More]
Posted in: The Rising Empire: Chapter 1, Part 1 (Almost done)
 lassev
10-09-2004, 12:52 AM
#17
Good work! Prerendered cutscenes are a splendid addition to your level. It's very kind of you to post updates sometimes, but even kinder it would be to post them every now and then, so that this awesome project would not be forgotten. And try not to...  [Read More]
Posted in: The Rising Empire: Chapter 1, Part 1 (Almost done)
 lassev
08-23-2004, 5:57 AM
#9
Really, really good shots! There is a lot of effort, talent, and time invested in this campaign, that much is clear. Too bad I have a low-end machine......  [Read More]
Page: 3 of 24