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Azymn

Latest Posts

Page: 9 of 9
v2.0 is progressing slowly because i'm in school. But it is progressing. When i get most of the big stuff done (which i'm doing 1st), i'll post some of the new additions....  [Read More]
Right now, dismemberment is based on damage, and with mod_skillmode on, you do less damage to certain areas, which might lower your chances of dismemebering someone. I'll see what i can do to boost the odds. Dualsabers should have no effect. The f_...  [Read More]
Posted in: Force mod, How do you set dismemberment?
 Azymn
09-10-2002, 1:41 PM
#4
:)...  [Read More]
Posted in: Force mod, How do you set dismemberment?
 Azymn
09-10-2002, 3:59 AM
#2
g_dismember is the probability of dismemberment (1-100) cg_dismember is what limbs will be shown (1-5?) Legs are in there, if you set cg_dismember high enough you'll see them....  [Read More]
For now, they will remain separate....  [Read More]
Posted in: WIP: Project Duality
 Azymn
09-05-2002, 2:40 AM
#41
Looks good guys. Did you get the seeker triggers working?...  [Read More]
Posted in: forceMod beta - Level 4 force powers
 Azymn
09-06-2002, 11:29 AM
#11
I'll look into the grapple code to see what it's doing exactly. I'll see what i can do....  [Read More]
Posted in: forceMod beta - Level 4 force powers
 Azymn
09-03-2002, 7:09 PM
#9
Just submitted the first ForceMod release beta to jediknightii.net and jk2files.com about an hour ago. Don't know when it'll be up. Thanks to those of you who helped test it already. BTW - it's got the Jetpack and a number of other additions. ed...  [Read More]
Posted in: forceMod beta - Level 4 force powers
 Azymn
08-24-2002, 5:31 PM
#7
Here's a couple of level 4 force powers: Heal Level 4: - Heals 35 points of damage. - Regenerates 1 hitpoint every 2 seconds. Jump Level 4: - Jump 16x normal height. - All jumps are free while in flight (Zero force cost). - Falling damage reduced t...  [Read More]
Posted in: forceMod beta - Level 4 force powers
 Azymn
08-23-2002, 10:45 PM
#5
I just emailed it. If any of you didn't get it, lemme know. edit: BTW - if you want hilts, throw the JediMod hiltpack in the "base" folder and it will recognize it....  [Read More]
Posted in: forceMod beta - Level 4 force powers
 Azymn
08-23-2002, 2:28 PM
#3
I'll email a forceMod beta to everyone who posts an email on this thread by 8:00pm MST tonight. I'll send one to you too, CloudStrife....  [Read More]
Posted in: forceMod beta - Level 4 force powers
 Azymn
08-22-2002, 4:50 PM
#1
I've written a mod i use with a couple buddies over a LAN. I don't know if there's any interest for this sort of thing, but it's built on the JediMod 1.2 base and these are a few of the main things it adds: Level 4 force powers now available for al...  [Read More]
Posted in: ArtifeX's ProMod 1.0 Beta -- Released
 Azymn
09-04-2002, 5:53 PM
#13
Excellent job on beta 2 - nice hud additions too. If anyone reading this hasn't checked this mod out, it puts the skill into lightsaber combat that makes the whole game really feel solid....  [Read More]
Posted in: how to spawn a bot with doublesaber in 1.2?
 Azymn
08-06-2002, 3:34 PM
#2
You can edit the bots.txt file inside the jediMod1_2.pk3\botfiles or just add a "guywithdoublesaber.bot" file that contains a script looking something like this (this example comes in one of the readMe's with jediMod1.2 as well as being fou...  [Read More]
Posted in: Radiant Editor Resources and Links
 Azymn
08-27-2002, 5:06 PM
#70
*.pk3 files are just *.zip files renamed, so if you grab any zip program and rename your *.pk3 file to *.zip you can open them, or better yet, tell your zip program that it can open all *.pk3 files. Does that answer your question?...  [Read More]
Page: 9 of 9