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Not Enough Customization for Full Version? Try these Cheats! (*SPOILERS*)


Kurgan

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From another thread:

 

Originally posted by friss

Hi peeps, i was reading a thread on the forum b4,it inspired me somewhat.

So i started to mess about with the sabers file's, ive seen a lot of posts asking for twin saber staffs so without further a do here's how:

 

Open up the assets 1 pk3 (maybe 0 i cant rember coz mine are both open), go into ext data then open "single_9" with notepad & change the txt so it reads:

 

single_9

{

name @MENUS_SINGLE_HILT9

saberType SABER_STAFF

saberModel "models/weapons2/saber_dual_1/saber_dual_1.glm"

soundOn "sound/weapons/saber/saberon.wav"

soundLoop "sound/weapons/saber/saberhum4.wav"

soundOff "sound/weapons/saber/saberoff.wav"

saberLength 25

saberColor random

numBlades 2

twoHanded 0

}

 

Save it then go have fun with your new dual saber staff's

 

If you change "single_1" the computer seems to always have saberstaff's & make a horrible noise, if you change "single_9" they dont :p

 

It also lets you have a single saberstaff from the start if you choose hilt 9 (or whatever number you edited), when you get to the point where you can choose to have two saber's, chose hilt 9 (or the number) for both saber's & you can have twin saberstaff's in the one player too!!

 

If any modder wants to try and sort this out into a proper mod it would be soooo much easier to do than messin bout with the pk3's.

 

nb: (9 = hilt number, if editing "single_1" change 9 to 1)

 

For the non-believer's out there some pics at:

 

http://www.geocities.com/team_gkh/twinsabers

 

As to setting those animations (I assume you mean like for cutscenes right?) I don't know... sorry.

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Originally posted by razorace

You're welcome. I've also added some more information about it above....

 

Originally posted by razorace

g_saberanimspeed .5

 

Slows down the saber attack animations by 50%. Trust me, this makes the saber duels MUCH, MUCH better. I'm surprised Raven didn't do this in the first place.

 

what should I type to back to normal speed ? I want to bind key so... thanks :rolleyes:

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when I spawn npc in my MP or SP ... what skill level npc is spawned ? like Padwan ? or Jedi Master ??

can I choose skill levels of npc ? when I spawn ?

I was always want to know about that...

thank you

:confused:

 

thank you Mr'razorace

;)

 

I did it try your

g_saberanimspeed .5 in MP but it didnt working ; (

it dont work for MP ?

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Originally posted by razorace

you probably typed it in wrong.

 

When you type in "g_corpseremovaltime" (no number), it should give you the current value of the cvar and the default value. If it doesn't, you screwed up. :D Dispite what others have stated, I've found that putting "/" before your command/cvar screws things up in SP. Try it with and without the "/".

 

I didn't put the "/" i just typed "g_corpseremovaltime 0".

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when I spawn npc in my MP or SP ... what skill level npc is spawned ? like Padwan ? or Jedi Master ??

can I choose skill levels of npc ? when I spawn ?

I was always want to know about that...

 

I don't know. Sorry.

 

I didn't put the "/" i just typed "g_corpseremovaltime 0".

 

And are you sure it isn't working? You do realize that I'm talking about single player only right? Remember that you have to type this into the console. You can't just type it while playing.

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dual pistols for anyone, i got jango outta jk2 on ja and it would look pretty sweet to have dual pistols , maybe even boba like father like son thing ;)

 

just a though cause u can have dual sabers cant u just replace the sabers with pistols with a command or something ?:confused:

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Originally posted by Darth Vader III

Does anyone know how to get infinite force in SP? I got it by accient in JK 2. It was like this: I had 100 force I push/pull/speed/grip/lightning/heal and I still had 100 force. Any ideas?

 

You must have been using a mod.

 

Or is it bugs?

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Not sure about the Force Speed thing, sorry.

 

Also you can fix the jumpy crosshair with this command (only tested in MP so far):

 

\cg_dynamiccrosshair 0

 

You know, I guess saberrealisticcombat IS a cvar in MP, but I haven't tried it (haven't needed it since g_dismember works fine for cutting up).

 

Maybe it grants extra saber damage as well?

 

 

I was playing around with the char_color_xxx commands and came up with a black (dark skinned) twi'lek. Looks pretty good, it's too bad though that this is the only character type you can change their skin tone.

 

enter the following:

 

\char_color_green 60

\char_color blue 50

\char_color_red 80

 

May work in SP as well (untested). Also your pic in the "leader" thing doesn't show any colors other than the default ones, unfortunately.

shot0380.thumb.jpg.fe1d3cc73d3f304ca6a454ddcb70caeb.jpg

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One other thing, here's the MP map list again:

 

Syntax:

 

map <mapname> (use devmap instead of map to load with cheats)

 

Valid mapnames for JA:

mp/ffa1

mp/ffa2

mp/ffa3

mp/ffa4

mp/ffa5

mp/duel1

mp/duel2

mp/duel3

mp/duel4

mp/duel5

mp/duel6

mp/duel7

mp/duel8

mp/duel9

mp/duel10

mp/ctf1

mp/ctf2

mp/ctf3

mp/ctf4

mp/ctf5

mp/siege_hoth

mp/siege_desert

mp/siege_korriban

 

(Note: Some people have posted mp/Siege1-3, but those do NOT work, I've tried 'em, so just use the above instead)

 

Then just load the map with map instead of devmap to turn off cheats.

 

As you know, you should type g_gametype <#> first before map switching. If you play maps in the wrong gametype strange things can happen, though you can experiment.

 

// gametypes

// 0 = FFA

// 3 = Duel

// 4 = Power Duel

// 6 = Team FFA

// 7 = Siege

// 8 = CTF

 

Duel maps can be quite fun (if frantic) in FFA mode... lots of slashing and dying and no powerups. ; )

 

CTF could be played as FFA probably (as it was in JK2), etc. Siege as a FFA doesn't work too well, as you can ride vehicles sure, but many of the spawn points will trap you (in Hoth for example) since there is no way to open certain doors as a regular Jedi (though perhaps in team FFA it might allow you to open team doors...?). Also since certain objectives can't be completed, you're stuck in one part of the level until you die.

 

One of the first games of JA online I ever joined was a "Siege" game that was being played on a FFA map (obviously it wasn't working too well!). So be careful out there....!

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Ok, you gotta try this....

 

In the final battle with Kyle I turned on cheats and I spawned 3 rancors, 1 ATST, 1 tavion, 1 luke.

 

Then I stepped back and watch them all go at each other.

 

Eventually kyle gets clobbered and they jump to cutscene.

Funny thing is, the cutscene is still within the game loop so there are now rancors and atst running around in the background while kyle and luke are chatting. Eventually towards the end of the conversation one of the rancors start to attack luke who enables force protection but ignores the rancor and keeps on chatting with kyle. Finally when luke's conversation is over, the rancor grabs luke by the waist and then the cutscene ends.

Now that's a fitting ending for the game!!!!

 

If you are interested in trying this (your results may be slightly different depending on how cooperative the AI is):

 

Devmapall

God

Npc spawn rancor

Npc spawn rancor

Npc spawn atst

Npc spawn luke

Npc spawn tavion

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when I spawn npc in my MP or SP ... what skill level npc is spawned ? like Padwan ? or Jedi Master ??

can I choose skill levels of npc ? when I spawn ?

I was always want to know about that...

thank you

 

In MP you control the skill of the bots you spawn this way:

 

\addbot <name of bot> <skill 1-5> <teamcolor>

 

ex:

\addbot Rebel 5 blue

 

In SP I just assumed that whatever skill level you're currently in, that is the skill of the npc you've spawned (so if you spawned a stormtrooper while on jedi master, then it will be a jedi master level stormtrooper, however hard or easy that already is).

 

That's just a guess though.

 

As to spawning enemies in MP, I have no idea how to choose the skill of those. I guess you could use the command to change SP difficulty and that might affect how it works...

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Originally posted by Kurgan

In MP you control the skill of the bots you spawn this way:

 

\addbot <name of bot> <skill 1-5> <teamcolor>

 

ex:

\addbot Rebel 5 blue

 

In SP I just assumed that whatever skill level you're currently in, that is the skill of the npc you've spawned (so if you spawned a stormtrooper while on jedi master, then it will be a jedi master level stormtrooper, however hard or easy that already is).

 

That's just a guess though.

 

As to spawning enemies in MP, I have no idea how to choose the skill of those. I guess you could use the command to change SP difficulty and that might affect how it works...

 

thank you yes I know SP npc .... but npc spawn for MP map.. I dont know how so...

I think they are JediMaster's npc .... dont you think so ?

I wish I can choose too that be more fun...:amidala:

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I've been reading through this thread, and seen much about changing the SP game, and It's proven to be the missing link in my own efforts to customize SP. I had tried before to change my player attributes from the PLAYER.NPC file, but of course, that only changed me in the cinematics. But apparently, when you switch player models from the console, (and switch to a NPC name) you take on the characteristics of that NPC. This is really an easy system, because you can store all of your desired settings in an *.NPC file and switch to them whenever you want.

 

After some experimenting, this is what I came up with.

 

(test.npc)

 

Test

{

playermodel desann

customSkin default

 

//Here you specify the player model and skin you want to use.

 

//NOTE: This doesn't change your model in cinematics, to

//do that, just edit the PLAYER.NPC file to match.

 

scale 125

 

//I always thought this was impossible, but it actually works!

//When you change to another player model, you will be

//scaled according to this number.

 

//NOTE: this changes the scale in-game only. To change your

//scaling in cinematics, you must edit the PLAYER.NPC file.

 

//You can also sharpen your scale using SCALEX, SCALEY,

//and SCALEZ to change dimensions individually.

 

snd jaden_male

sndcombat jaden_male

sndjedi jaden_male

 

//These settings will affect your players sounds in-game, such

//as pain, jump, land, etc. It will not change your voice in

//cinematics or in "hint" sounds that play at certain parts of

//a map. To change that, you'll have to edit JACONFIG.CFG

 

weapon WP_SABER

weapon WP_MELEE

 

//You can also specify which weapons your player will have.

//See the complete list below.

 

saber desann

saberColor red

//saber2 single_4

//saber2Color green

 

//Here you can specify everything about your saber. I haven't

//played around this this too much, but it works well.

 

//You can specify hilts by their model name, e.g. "single_4" or

//by their given name from the appropriate *.SAB file from

// base\ext_data\sabers\*.sab

 

//Note, some additional hilts (like Desann's) are already set up

//in the SABERS.SAB file, which also explains how to configure

//other details for an individual saber hilt.

 

saberStyle 1 //medium

saberStyle 2 //fast

//saberStyle 3 //heavy

saberStyle 4 //desann

//saberStyle 5 //tavion

//saberStyle 6 //dual

//saberStyle 7 //staff

 

//I know we're all annoyed at getting all of these stances when

//you enter "SETFORCEALL 3" in the console. You also cannot

//change your stances from the JACONFIG.CFG. This is the only

//way I've found so far. Here you just enter the ones you want,

//(note the commented lines)

 

FP_HEAL 0

FP_LEVITATION 3

FP_SPEED 1

FP_PUSH 2

FP_PULL 2

FP_TELEPATHY 0

FP_GRIP 3

FP_LIGHTNING 3

FP_RAGE 2

FP_PROTECT 0

FP_ABSORB 0

FP_DRAIN 3

FP_SEE 1

FP_SABER_OFFENSE 3

FP_SABER_DEFENSE 3

FP_SABERTHROW 2

 

//Force powers. It's just as easy to do this from the console,

//but this saves keystrokes.

 

forcePowerMax 999

forceRegenRate 2

forceRegenAmount 20

 

//This is the biggie for me, I hate running out of Force Mana in

//the middle of a fight.

 

//"forcePowerMax" sets your force meter to the number

//specified.

 

//"forceRegenRate" changes how quickly you regenerate Force

//Mana. Lower number=faster.

 

//"forceRegenAmount" sets how much Force Mana you will

//recover per regen cycle.

 

//with the settings above, you regenerate almost immediately.

}

 

There it is. Using this "TEST.NPC" file above, I typed "PLAYERMODEL TEST" in my console, and I became Desann; with his saber hilt, my customized force powers, an almost unlimited pool of Force Mana, and I was scaled larger than all the other modes.

 

JK3%26.src=ph%26.view=t

 

JK3%26.src=ph%26.view=t

 

I also played a little as a Jawa, scaled at 75%

 

JK3%26.src=ph%26.view=t

 

This may just be the tip of the iceberg. There are many more settings available for the *.NPC files, but as far as I know they only affect NPCs. Here are the ones I know of:

 

rank commander

health 200

reactions 4

aim 4

move 3

aggression 3

evasion 4

intelligence 4

hfov 160

vfov 160

playerTeam TEAM_PLAYER

class CLASS_KYLE

sex male

yawSpeed 120

walkSpeed 55

runSpeed 200

altFire 1

dismemberProbHead 20

dismemberProbArms 60

dismemberProbHands 80

dismemberProbLegs 40

dismemberProbWaist 2

 

Here is a list of all the weapons in the game. The Noghri Stick, and Tusken weapons can only be used by NPCs.

 

WP_SABER

WP_STUN_BATON

WP_BRYAR_PISTOL

WP_BLASTER

WP_DISRUPTOR

WP_BOWCASTER

WP_REPEATER

WP_DEMP2

WP_FLECHETTE

WP_ROCKET_LAUNCHER

WP_THERMAL

WP_TRIP_MINE

WP_DET_PACK

WP_CONCUSSION

WP_BLASTER_PISTOL

WP_MELEE

WP_TUSKEN_STAFF

WP_TUSKEN_RIFLE

WP_NOGHRI_STICK

 

To give your player these weapons, just add a line in your *.NPC file like this:

 

weapon WP_CONCUSSION

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