Well, it'll be pretty much the same as the multiplayer code. So it's all possible for single playeras well (Anything would be..for that matter). If the code does come out, just PM and i'll help you out with any problems you have. The MP SDK (Software Development Kit) simply is: -A selection of tools, for diffrent uses within JKA, like scripting and modeling. -The code for multiplayer ( a few hundred text files that get compiled into DLL's. If you look in your Base folder, you'll probably see jampgamex86.dll, that's the mp game side dll. There's 3 in total, jampgame86.dll, jampcgame86.dll and jampuigame.dll (i think it is). 3 diffrent parts to the game. Game, client game and UI. These all make up the MP experience) .It's written in C, but a knowledge/degree in programming language isn't needed, as long as you're dedicated to what you want, then it gets easier (I started at age 14 and didn't take me long to start coding harder things after I started messing with gun damages and stuff). Check it out here: Jedi Academy SDK (MP), Jedi Knight 3 Downloads, Jedi Knight 3 Others But let's just say, it's the holy grail of modding, anything practical is possible Sorry if my description isn't very clear, i'm a little tired. anyway, night ;D
1: is it possible/how do you alter the force powers, so that for instance, the heal power, becomes an attack power, like changing the heal abbility to something that does damage, lets say I wanted to have both a blue lightning attack and a red lightning attack.
w_force.c is the place to start, and search the code for references to that force power (FP_xxxx) as it may affect other areas, such as rage affecting the movement code to make you speed up and accelerate the animations.
The visual parts are done within cgame, once again search for the FP_xxx constants to see where the rendering part is done, and make changes to that.
2: this is in somewhat the same question as 1, but I'll ask anyhow, is it possible to make the for instance rage abillty become like a cheat-code, here is my example: making it so that when I activate rage I become yoda (playermodel Yoda) and then when it wears of I become myself, or would that take to much coding?
Easy, when force rage is activated, store your current model and change it, when it wears off, you revert to the stored model. Code you need to change is in w_force.c: WP_ForcePowerStart and WP_ForcePowerStop.
3: how do I change for instance the rage abillity to give me a bigger bonus, or the heal abillity to give more health, or the protect to give more protection or the... ok you get the point
Force Rage: Length of it: w_force.c, WP_ForcePowerStart() Speedup: animation and movement code (bg_pmove.c and bg_panimate.c)
Force Heal: w_force.c, ForceHeal()
4: could you also please tell me how to add force powers, as I have been looking trough the internet for a long time, but since I havent seen it anywhere (not even in any mods), I am not sure if it is possible, if you know how, then please tell me.
Adding them is more tricky, but I've already got that planned for JKA Galaxies. Problem is that the force powers struct can only hold 18 force powers. Raising that is not an option as its defined in q_shared.h (meaning the engine uses it too, so changing that = bad). It IS possible to add more force powers, but you'll have to be creative about it since you cant use the normal system for them.
to TFOpanda: thank you for the answer, dont worry it was clear enough for me, and again thank you for your explanation(s). I have just started 1 week ago and I am 15 years old, and have learned a little bit about making some small effects and taking them to the game and "learned" to change the strings and such small modifications. to UU_Bobafett: thanks to you too, but I was wondering, what you wrote there was'nt that the way to do it in MP, I am just thinking that because you have wrote something about some .h files, and I have only seen .h files in the mp sdk, and what i am trying to do is a SP mod, so when/if the SP SDK comes out then it will be the same procedure right, just as TFOpanda said right? Oh and what do you mean by creative ways, making the force powers weapons (changing a weapon into a force power) or what, you wrote that the game could handle 18 force powers, but with the core powers and light and dark powers isnt that only 16 (push,pull,jump,sense,speed,offense,defence,throw,grip,lightning,dark rage,drain,heal,mind trick,absorp,protect)? so you should be able to make two more right, and make icons for them and implement them to the game?
dont know if this was answered by UU_BobaFett, but if so im asking again, its about the force rage again, UU_BobaFett wrote something about how to change the lenght and speed bonus for the Rage abillity, but what about the strenght/damage power up, is that the same way?
what you wrote there was'nt that the way to do it in MP
Well yes it is, i didn't see anything in your first post suggesting this was an SP mod. Must've missed it.
For SP, this also requires modified coding, and since there's no SP SDK, its unfortunately not possible to do at this point.
There's team_heal (good side and bad side) So that makes 18 i'm afraid. Could always replace them though to what you want. Also, for damages/speed/time of force powers, simply looking through w_force.c . You'll eventually find it, so don't worry about the exact place, it's usually grouped together, so information grip will be pretty much in the same area.
ok I think I have the basic Idea of how to do it now, when the SP SDK comes out. and again again, thank you very much for the answers, it will be very helpfull, when/if the SDK comes out. oh and to Boba your right I havent wrote that i wanted to make an sp-mod, my bad. but thanks anyhow if the SP SDK doesnt come out anytime soon, i might change it into a MP project.