saber switcher -1 reply

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lui

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16th July 2002

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#1 17 years ago

can someone tell me how to switch the jedis lightsaber. if i do it the reborns saber changes. this is because their is a file that says which weapon belongs to that person for example it says that the rebel should have a imp rifle like the one the stormrooper has. can someone please tell me where or how to change it plz.




Bell

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#2 17 years ago

in single or multi




lui

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#3 17 years ago

in single




Bell

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#4 17 years ago

k this might help it was posted elsewhere

ok, here it goes (I'll try to make this as detailed as possible for those who aren't as familiar with messing with pk3s):

Let's say you want to make Qui-Gon as a saber-wielding npc ally (I'll use Mars' skin as an example). Extract the ext_data/npcs.cfg file from assets0.pk3 and extract the models/players/QuiGonVM2 folder from the skinpack. Leave the intact skinpack in your base folder though too.

Ok, now rename "QuiGonVM2" to "jediQuiGon", open up this folder and delete all of the textures - everything except the .skin, .glm, .cfg, and .surf (N/A for QuiGon) files. This way the .skin file still links to the untouched skinpack in your base folder, keeping the new mod as small as possible.

When that's done, open up the npcs.cfg and copy and past an appropriate entry. For QuiGon, I used the basic npc Jedi as a start. Copy the Jedi's entry, paste it directly below, and make modifications so it looks something like this (change variables as you see fit):

JediQuiGon { playerModel jediQuiGon saberColor green rank lt reactions 3 aim 3 move 3 aggression 3 evasion 2 intelligence 3 playerTeam player enemyTeam enemy class jedi yawSpeed 140 walkSpeed 55 runSpeed 200 snd jedi1 sndcombat jedi1 sndjedi jedi1 health 200 dismemberProbHead 0 dismemberProbArms 5 dismemberProbLegs 0 dismemberProbHands 10 dismemberProbWaist 0 }

And that's it. Save the npcs.cfg, zip the two folders, rename it as a pk3 file, and plunk it in the base folder. You might want to give your mod a late-alphabet name like zQuiGon.pk3, just to make sure the npcs.cfg takes precedence over any other npcs.cfg mods in the base folder.

To give Vader and Maul sabers, instead of calling them JediVader or JediMaul, call them RebornVader and RebornMaul.

Looking through it here are all available codes.

enemies only stofficeryourmodel ----- uses flechette shaodwtrooperyourmodel------uses saber ugnaughtyourmodel ---------no weapon granyourmodel -------------thermals, and punches weequayyourmodel------------bowcaster styourmodel-------------------stormie blaster rebornyourmodel-----------------saber user

allies only jediyourmodel---------------saber user bespincopyourmodel------------ uses blaster pistol prisoneryourmodel----------------no weapon styourmodel--------------------stormie blaster




lui

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#5 17 years ago

thanks alot but i wanted jan to have a lightsaber. some guy did this already but jan used dark powers instead of light can you help




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#6 17 years ago

for setting force powers you can use a script. here's an example from the game, you can affect jan too.

//Generated by BehavEd

rem ( "comment" );

affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BRYAR_PISTOL" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BLASTER" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_DISRUPTOR" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_REPEATER" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BOWCASTER" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_DEMP2" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_FLECHETTE" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_ROCKET_LAUNCHER" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_THERMAL" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_DET_PACK" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_TRIP_MINE" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_MELEE" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" ); set ( /*@SET_TYPES*/ "SET_ARMOR", 100 ); }