SP mod template? -1 reply

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se7enraven

Order of the Dragon Knight

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29th March 2003

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#1 14 years ago

Is there such a thing as an sp mod template? What I mean, is a file where it has all the elements needed to make an sp mod with detailed desription of what must be added? I have opened up some prieviously released sp mods for ja to see what was changed and what effect it has, unfortunately it is difficult to see what changes what. I figure I'd start this thread with the idea that those familiar with these skills could postexplanations on what makes a mod, ect. Thx




lassev

Degenerate scripter

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21st June 2004

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#2 14 years ago

You should ask specific questions, or this might turn out to be a very short thread...




se7enraven

Order of the Dragon Knight

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#3 14 years ago

Lol, yeah. I've been up all night working on this mod and have managed to answer pretty much all my own questions. Only a few still spring to mind:

In the text crawl, is it possible to erase/change the "star wars" phrase?

Is it possible to start out w/o a lightsaber, and starting out with melee and a blaster?

have you ever managed to get the bryar in sp? I was able to get the stun baton, but the bryar dissapears even with scripts.

is it possible to give an npc more than 1 point of combat?

Btw, you the man! Luv your sp mods and very much appreciate all the help you've given. Thx!




Brégol

HHE

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7th August 2004

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#4 14 years ago

in ansewr to ur qs

yes ask the guys doing the joining th academy movies

probs dunno how tho

dunno soz, but its probably possible

im hoping so for my mod

well hope that helped, it probably didnt but anywayts there you go




lassev

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#5 14 years ago
se7enravenIn the text crawl, is it possible to erase/change the "star wars" phrase?

You mean the Star Wars logo that starts close, but disappears in the distance? You can get rid of it by replacing the jk0101_sw.roq in Assets0 with a roq by the same name but not containing the mentioned logo. In theory, at least. Go forward and try.

Is it possible to start out w/o a lightsaber, and starting out with melee and a blaster?

set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BLASTER" ); Try it. Should produce some results.

have you ever managed to get the bryar in sp? I was able to get the stun baton, but the bryar dissapears even with scripts.

Weapons.dat file tells you this: "WP_BRYAR_PISTOL, // NPC weapon - player can pick this up, but never starts with them" So, you might be out of luck here.

is it possible to give an npc more than 1 point of combat?

Since you can't exactly order the NPC to use any specific point of combat, this question is somewhat irrelevant. Use as many point of combats as you like, but be sure to build a waypoint network to serve the NPC movement in a logical manner. Otherwise the NPCs might not find more than one, if any, point of combats.

Btw, you the man! Luv your sp mods and very much appreciate all the help you've given. Thx!

Thanks. The only way you can repay is to build a fine SP map I can play ;)




Brégol

HHE

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#6 14 years ago

c told u it was possible, btw about that bryar thing, why not start with a teamate on the map, then have them get shot or shoot someone who drops a bryar




se7enraven

Order of the Dragon Knight

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#7 14 years ago

It IS possible to get a bryar pistol with scripts/map item/ ect. But one you switch to a different weapon, it vanishes.

With the waypoint things, having a little difficulty. First of all, in gtkradiant 1.4.0 (version I use) I have two waypoint options. The first is a simple "waypoint" located in 2d entity window. Second one is expandable waypoint w/ waypoint_navgoal and waypoint_small. So far I have only managed to get the npc to follow waypoint to one point combat, if I add anymore, they just go fubu and sit around (also the waypoint_small seems to be the only waypoint the npc follows). I will try different networking techniques, and if all else fails, use a sith npc template w/guns.

I viewed your sindiate mod and was QUITE impressed. You have cutscenes down to a science (even though I could'nt figure out the first 3 button puzzle, oh well). I am currently looking for detailed infor on cutscenes. Like how charecter moves coincide w/voice and camera angles/cuts. Kengo's tutorials are great and all, but he never really explains the more advanced things like this. If you know of any sites, PLEASE let me know. I just started learning behaved about a month ago, and can do simple camera moves and player/npc scripts, but I need to know how to do the npc conversations/camera cuts, ect.

I downloaded a quake .roq movie maker, but need some godd tutorials on it's use. I seen your intro and wow, I was impressed. I'm thinking of forgoing the whole text crawl and making an intro movie w/voice&sound.

I have a better grasp of menus now, and basic commands and stuff. UI kind of reminds me of the old "hyper card" on the old macs :) .

And as for a sp mod, I am working on one, but will only release it when I feel it is decent enough for a first attempt. I originally had a thread going about an sp mod I was working on, but I could not procure any talented help. I managed to snag 2 people, and I already knew more about mods than they did and not knowing behaved it died. Now, learning behaved and sp mod basics, I am doing a new mod intitled "Project:Lazerus". The basic plot is very similar to resident evil, but due to restrictions on animation/models, the only zombies in game will be in cages and running scripts until I can get some "zombie walk" animations and a bite attack for a zombie weapon (I was considering using the "drain" force power as a zombie weapon) but we will see. Basic story is like this:

(note:this is a mod based in modern times, no lazers, lightsaber, ect)

Vanderlink labs, a multi-billion dollar company which conducts dna/genome research and manufactures advanced military weaponry has started Project:Lazerus. Which (if you read the bible) Lazerus was a dead guy Jesus raised from the dead. Well these guys are evil and the dead guys are going to be modified for military applications. How? By placing a small supercomputer inside the brain which allows the "subject" to be controlled, carry out orders and advanced tactics. The FBI after many failed attempts to gain UN support, subcontracts a special forces unit to break into the lab, procure the data files from the master archive along with any hard evidence of the project, and report back to hq. The story is more complex, but that is all I am disclosing of it until a later time. I plan on making this an map expandable mod, but due to the fact I am doing this alone (Lasslev has Helped TREMENDOUSLY with my the behaved questions, so he will be included in the readme& end credits). I am starting a new thread on the mod and will put a link here within the hour. Thank you for all your support!




lassev

Degenerate scripter

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#8 14 years ago

Reading your plot it seems to me you might benefit much from moving to Doom3 instead of using JA. It would give you plenty of zombies for free, and the world would be closer to modern times, instead of a galaxy far, far away.

The plain waypoint is the ordinary waypoint you network, but you don't control its usage actively - the game AI uses the network if it's been built following good conventions. Nav_goal is purely script controlled. I have found no use for the _small, though you might have. Just remember that you don't control how the game uses point of combats. The AI handles that. You just place them, and if they are intelligent enough, the NPCs use them.




se7enraven

Order of the Dragon Knight

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29th March 2003

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#9 14 years ago

Ahh, so that is what the intellegence in the npc file is? Dictates how well the npc uses waypoints? Cool. As far as DOOM III, I have it, like it, but until new player models come out, I wont try learning to mod it. The same as with Far Cry. JA is definately getting dated as far as physics and such, but it all boils down to mod friendly factor. Also I have this charecter I created when I use to draw comic books, and JA allows me to play 'em( check my avatar). I was learning the far cry engine, but not to found of it's map editor, I'm still to use to bsp style. Also both games are first person angle and I like the ability to change from 1st to third and back. I was into Deus Ex when I first got it and even learned Unreal ed, but it was outdated before I released anything. I will not allow this to happen with JA, before the end of the year, I will release this sp mod.




se7enraven

Order of the Dragon Knight

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29th March 2003

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#10 14 years ago

O.k. here are some mapping questions that are stumping me:

1. In a map, I made an option for charecter upgrades. I made a cube brush, made a trigger covering it, and had it linked to a script (upgrade) and an a target play music. When I press it in game, it upgrades the charecter, but does not play the sound and if I hit shift+~, says something about music.mp3 explicit or some kind of error. My question is-what pathname does the music file have to be in and what are the values I type in the entity window?

2. I would like to do a cutscene with npcs having a conversation. I know how to work the cameras and add the npcs, but how do you make a camera move trigger sounds or have the sounds/charecter movement coincise with each other? Is there a seperate script for cameras and NPC conversation and sound? Could you please post a simple script showing the positions?

3. I also have a minor problem with behaved. When I expand the "set" option, I cannot find any extensions for the "set_force" powers...I mean NONE of them (lightning,grip, heal). The only way I can get them to appear is to open a script that already has them. Is their an .H file I'm missing?

4. I've asked this in another thread, but...The ladder shader from JO does not work in JA. Is there a way to port the script for it to JA so I can use the climbable ladder shader?

Thanks for your time and patience!

Sincerely, NoOb modder-type-fellow-guy....thing.