'lo. Im just after a little info. I have never touched JKII in any editing manner, be it map making or modding or whatever. (I have however modded other games in various ways). But after enjoying single player i've decided I would like to give it a go ;) My actual want right now is for a multiplayer mod. I'm hopfully intending on making the ATST walkers avialable to the multiplayer and get-inable. Now, im not asking for anyone to do this for me, just want someone to point me in the right direction so I can start ;)
I am a very able programmer and familier with modding for other games (like half-life) - what im after is some info on modding for jkII. Im presuming this task is going to require a little coding - now, does jkII have its own scripting language for such a purpose (like say, dungeon seige) or is there an SDK avialiable for modding the multiplayer (like halflife)? Are there any articals or places I can go to read up on whatever system JkII operates on? Or am I on completly the wrong track and my task is as simple as getting the atst's as some form of entity in the map editor (havnt looked at it yet to tell you the truth) and placing them in a multiplayer world?
I foresee (ahh, jedi powers! lol) that operating vecheals and stuff in mutliplayer is going to be a real hurdle for bots.. but in all honesty im not even remotly worried about that right now.. one step at a time ehh? XD
Any info will be greatly appreciahted, thanks.
Ok, I found the SDK :D I've been happily playing for a while now. I completly forgot about my idea for ATST's as usuable things for multiplayer - although I may still encorperate them into this little mod im working on if I get the time / figure out how. ATM im working on a version of Surprise! for jkII (I dont know if anyone knows it? It was a mod for Half-Life that basically fiddled damage settings and changed what weapons fired ect. Like the bowcaster might start firing triple missiles instead of beams and the missile launcher might turn into a pulse cannon type thing :D Im keeping quiet about what the weapons do so far :P)
I am making good progress so far and thankfully have had no problems. But I got a question for any of you that might of coded something for jkII before. Debug information. I would like to output some info now and then (its always usful whilst devloping!) and ultimatly I would like to output it as a message in game, maybe to the console but prefably a message as if someone had just typed a message on an online game. Like when you pick up a weapon for example.. i've looked through the code (not extensivly i admit) but I dont see how its done just yet.. anyone familier with the SDK know how to acheive this? Its not essential, just usful so i can always keep track of any values I need to whilst play testing XD
You will have to excuse me if its a stupid question and its really easy to do.. this is actually my first 'proper' c++ experiance (well, we've all done the hello world programs ect ect XD) - but in my defence i have coded for a few years in things such as delphi ect and I have devloped several projects ^^ I DO know how to code.. just getting to grips with C++ :P What a first project! lol. Anyway yea, im waffling. Any info on outputting information at run time is greatly appreichated! thanks
Heyas ^_^ Its me again! Lol - but this time not asking for help. I figured I may as well turn this thread into a thread for my mod instead of making a brand new one. So if its allowed, this is now the Surprise! thread :rock:
Incidently, about my last question of outputting in game I found the function I was after eventually by some extensive eye straining through the source XD Just incase anyone else coding for JkII out there is intrested, here it is as an example:
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s\n\"", "test", "test") );
Its pretty obvious how it works (im gonna look a right twit now if i understand how it works wrongly :P), bounces a print command off the server, allowing you to specifiy a color n all. The last two parameters "test" and "test" will be printed to the game screen in the top left in the order you write them. So for temp debugging you may do something like:
trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s\n\"", "Debug Info:", "I am currently on line XXX and no problems so far") );
ect ect ^_^
Anyway, on with surprise!
The rocket launcher is my current success, it is now a Grenade Launcher (firing Thermal Detonators) as primary and as secondary fire its a homing nuke launcher :rock: I havnt had time to mess about with the effects studio yet for making a nice nuclear (like mushroom cloud or somat) effect, but its acting like one. The blast radius has been dramatically increased, the size of the missile it fires increased (just so you know the differance between it and a normal missile so you can start running XD I may knock up a new missile model for it if I find the time) and as a negitive buff the speed of the missile has been decreased; currently to 500 units (from about 900). I need it to have *some* sense of balance, so I may lower the speed further to increase the chances of the running pray (it DOES home after all, but mind you it can still be force pushed which may upset some people who had just launched it, haha).
I'm hoping in turning the primary fire of the thermal dentonator into a shrapnal grenade (im probably going to do this by having its detonation emit flak ammo, as if it was the secondary fire of the flak cannon) and the secondary fire into a Pulse grenade (think demp2). I have considered a flame grenade... but its currently looking doubtful.
Lazer trip mines.. im considering making an attempt at making the beam invisable (or at least greatly transparent). Im not sure what I could do with its secondary fire.
If I follow lead of the HalfLife surprise! mod im going to want to include spawnable NPC's.. im not sure how im going to do this. Its probable that even if I manage it that it wont keep track of who spawned it and who gets the kills when it kills people. But IF (***IF***) I do manage it I will probably make the Detpak primary fire spawn in one of those mini mechs that bust out of crates in the single player (costing say.. 4 detpaks ammowise?) and the secondary fire spawning an ATST (costing ALL detpak ammo me thinks :P)
Many problems may arise with the npc's.. most of all I fear for network transmission.. but hey, we'll see.
I have a few other things planned.. but hey! I gotta leave something for the 'Surprise' :D If anyone has any thoughts or comments to make, please make them. What would you like to see weapons do? I'm all up for ideas although I cant promise to encorperate them. But always feel free to just say anyway ;)
EDIT - I didnt re