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Azymn

Latest Posts

Page: 1 of 9
Posted in: JK: Jedi Academy Info, Pics and Discussion! (ancient)
 Azymn
08-19-2006, 3:17 AM
#954
Hey Tinny. :D Just doing my semi-annual rounds. =] It's not everyday you see a 2 year old thread brought back to life......  [Read More]
Posted in: JK: Jedi Academy Info, Pics and Discussion! (ancient)
 Azymn
08-19-2006, 2:45 AM
#952
I dunno, I once saw this jedi dude at this comic-con thing. Yeah, I saw him too. They're definitely real....  [Read More]
Posted in: swoops and shaolin code
 Azymn
08-07-2004, 1:20 AM
#2
If you wanna limit the shaolin run it to just Force Level 3, just add this check: && (ps->fd.forcePowerLevel[FP_SPEED]==FORCE_LEVEL_3) Also, for consistency you could probably add the code to Pmove_Single, right underneath where BG_Adjus...  [Read More]
Posted in: .menu help
 Azymn
07-23-2004, 2:34 AM
#3
There is one file used by the menu code that is not in the codemp folder, but in another ui folder adjacent to it: menudef.h That file should contain the constants you seek in the .menu files, and it is the one you want to edit to add new constants...  [Read More]
Posted in: TCK Model Scaling & OJP Enhanced
 Azymn
07-09-2004, 6:30 PM
#13
I thought Basic was non-gameplay altering? Scaling affects hitboxes, so it's not simply a visual effect. Just curious....  [Read More]
Posted in: My (SFX3) saber effect Download (test/code)
 Azymn
05-20-2004, 3:21 PM
#8
Nice job AJL. The code is understandable and well laid out in that text file. I think the saber_edge shader is what makes these really look cool - they actually arc through a swing like they should. You won't see flat edges on arcs in the movies -...  [Read More]
Posted in: Moviebattles II Mod
 Azymn
05-11-2004, 7:14 PM
#6
Yeah, it's a way cool mod - like Pnut_Master said it's like CS in the world of JKA. Phunk's really done a nice job on it. There are custom maps made specifically for MBII - so the servers should be running those instead of the standard siege maps....  [Read More]
Posted in: dismemberment
 Azymn
05-11-2004, 5:36 PM
#9
One other problem you run into is that after a certain period of time, a body's appearance is copied to a queue to simply display the body until some deadbodytimer runs out. At this point, it's no longer a model that can be cut, animated, ragdolled,...  [Read More]
Posted in: ForceMod III beta tester server up
 Azymn
05-04-2004, 4:26 PM
#5
Thanks Kurgan, much appreciated. I'll post the IP in our forums. Prime - Tinny summed it up pretty well. http://fm.mt-wudan.com is the official site if you want some more detail, but it's basically a glorified Jedi vs Merc....  [Read More]
Posted in: g_forceRegenTime 0 - Who likes it?
 Azymn
04-17-2004, 10:20 PM
#1
I'm curious as to how many servers set g_forceRegenTime to 0? And how many people like that? The results of this poll will help me determine what to do with it in a mod i'm preparing to release....  [Read More]
Posted in: Gaffi stick.
 Azymn
04-26-2004, 9:13 PM
#10
Originally posted by Doomgiver Cool. Everything on that site, is that in a mod or something? If it is, i'll DL it when it's done. If everything is in it, it's gonna be so cool. Yeah, it's all contained in the mod....  [Read More]
Posted in: Gaffi stick.
 Azymn
04-17-2004, 10:28 PM
#3
I've written a mod that has the Tusken class, but they just fight with the Gaffi like it's a saberstaff. The mod's being testing now and is not released publicly yet, but check my sig for the website with updates....  [Read More]
Posted in: Forcemod 3 forums up!
 Azymn
04-15-2004, 9:12 PM
#3
Hehe, yeah, those guys posted in the forums before i did. =] The site should have all the information about fm3, which is now in beta testing....  [Read More]
Posted in: Variables stay through level changes
 Azymn
04-06-2004, 4:34 AM
#3
If you're using session variables be sure to follow the directions above the clientSession_t struct's definition - that's how they are preserved....  [Read More]
Posted in: merc mod forcemod 2
 Azymn
03-10-2004, 9:41 PM
#24
Originally posted by jon_hill987 one thing though, I think the destroyer droids shouldnt be able to fire when running/rolling but i'm sure you thought about that already. also are the droids compleatly force immune? push and pull worked on them in...  [Read More]
Posted in: merc mod forcemod 2
 Azymn
03-02-2004, 9:13 PM
#16
Originally posted by Kurgan Is this implemented the same way as Jedi Vs. Merc then? Or would a Siege style interface (only one that works in FFA/TFFA) be better? It borrows heavily from Jedi vs Merc mode stuff, but doesn't break the teams the same...  [Read More]
Posted in: merc mod forcemod 2
 Azymn
02-28-2004, 10:00 PM
#10
Originally posted by Kurgan So again, you don't need Force Mod or any other downloaded file to play JediVMerc, it's already a JA feature (albeit an unsupported one), through a console/cfg file command. True true, ForceMod is just another spin on Jed...  [Read More]
Posted in: merc mod forcemod 2
 Azymn
02-27-2004, 8:12 AM
#6
http://fm.mt-wudan.com it's just a filler page right now, it'll be a little while before i get a site up....  [Read More]
Posted in: merc mod forcemod 2
 Azymn
02-25-2004, 9:34 PM
#3
There's one on the way......  [Read More]
Posted in: Giving NPCs the Shadowtrooper/saboteur cloak effect?
 Azymn
02-19-2004, 9:55 PM
#2
They get the cloaking gizmo depending on their class. It's probly the CLASS_IMPERIAL or CLASS_SHADOWTROOPER class, just experiment a little....  [Read More]
Posted in: Search someone
 Azymn
02-19-2004, 10:09 PM
#12
You could probably simulate spherical gravity through code, but not through just mapping alone. If you mapped a curved surface, you could perform a trace towards the surface, and then orient the player skeleton based on that trace. Constantly add a...  [Read More]
Posted in: Hilt Showcase and WIP...
 Azymn
02-21-2004, 7:51 PM
#18
Those are mighty fine keshire. What are the 'mech arms' you modeled up there?...  [Read More]
Posted in: EFX files in the code...
 Azymn
02-13-2004, 9:27 PM
#6
I think i know what you're trying to pull of AJL - i'm trying to do the same thing and i'll let you know if i get it working....  [Read More]
Posted in: a noob questions :)
 Azymn
02-13-2004, 9:25 PM
#10
If you wanna use the same command to give the jetpack as take it away then XORing is the way to go: if( !strcmp(cmd, "givejetpack")) { ent->client->ps.stats[STAT_HOLDABLE_ITEM] ^= HI_JETPACK; ent->client->ps.eFlags ^= EF_JETPA...  [Read More]
Posted in: droideka model
 Azymn
05-04-2004, 12:29 AM
#155
Originally posted by keshire Ya, OJP still needs some of the vehicel improvements that Renegade made but hasn't ported yet. For the best droideka experience try out the Movie Battles 2 beta. Neo_Knight - keshire is absolutely right. Phunk implement...  [Read More]
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