razorace Posted February 28, 2004 Author Share Posted February 28, 2004 If we decide to have both the model tags and the offsetting systems, I suggest that we have the model tags take presidence. Link to comment Share on other sites More sharing options...
keshire Posted March 16, 2004 Share Posted March 16, 2004 Something Else I want to throw out there. Customizable Player hilts. JKA handles hilt models much like player models. you can have several meshes in a glm and you can turn surfaces off through the skin files. I just got done setting up a saber For InsaneSith that has two sabers in one glm seperated by skin files. The .sab has two entries pointing to these seperate skins. I propose we expand on this by making a Customizable Player Hilt section. Here we can add several things a shaft category, buttons, add-ons Sounds? Blade Styles? Draw and holster Anims? If the Holster Offset code is written were you holster it? etc etc.... As you can see this has quite a few bonuses. Link to comment Share on other sites More sharing options...
Lei Hng Wei Posted March 16, 2004 Share Posted March 16, 2004 Ooo... neato. BTW, how's the splitting saber staff idea going? I'm sure alot of us are await the ability to switch between staff/dual/single saber styles at key stroke. "My saber staff owns man." "Oh yeah?" <click> <click> VRRRMMMMM VRRRMMMMM Link to comment Share on other sites More sharing options...
Pnut_Man Posted March 17, 2004 Share Posted March 17, 2004 If that was implemented, there would have to be some wait-period while switching from staff-dual-single, otherwise you can just say hello to abuse and exploit. Link to comment Share on other sites More sharing options...
keshire Posted March 17, 2004 Share Posted March 17, 2004 I wouldn't touch staff/dual switching with a million mile pole. Balance gets thrown out the window when you do stuff like that. I would like to see breakage be re-implemented though. As for customizable hilts, the not changing hilts till re-spawn should stay the way it is. Link to comment Share on other sites More sharing options...
keshire Posted March 25, 2004 Share Posted March 25, 2004 Ignore the text at the bottom I need to add a new string for it. This was just a template that I wrote some ideas down on. Link to comment Share on other sites More sharing options...
keshire Posted March 25, 2004 Share Posted March 25, 2004 Close-up of the Icon Link to comment Share on other sites More sharing options...
Lei Hng Wei Posted March 25, 2004 Share Posted March 25, 2004 Nice icon. Here's an idea for broken saber staff: if your staff is completely broken, you have 5 seconds to take the dead Reborn/Cultist's saber so you don't have to go without. Maybe have the saber you chose revert after a save 'n' reload, so you don't have to finish the game with a Stinger/Guardian. Link to comment Share on other sites More sharing options...
Pnut_Man Posted March 26, 2004 Share Posted March 26, 2004 I know this might be suited for a thread of its own, but I'd rather just post it here for now. Has there been any discussion over a number of weapons you can carry at once? I've been playing CoD lately, and I really enjoy gameplay forcing players to limit their weaponary to a primary, projectile and secondary gun. Any thoughts on implementing something along these lines into OJP enhanced? Link to comment Share on other sites More sharing options...
razorace Posted March 26, 2004 Author Share Posted March 26, 2004 I think it's a good idea. However, I beleive the limiting factor should be weigh/bulk instead of by abitary set weapon types Link to comment Share on other sites More sharing options...
keshire Posted March 26, 2004 Share Posted March 26, 2004 More brainstorming on my part. Ignore unless you want to tackle it. Things to do. code in sab_,act_, and add_ skin parts strip the prefix and feed them in by the skin names. such as sab_dooku.skin should be listed as just dooku Custom BladeStyle saber flag code to search through the .sab's for custom blades,animations,sounds Listed by name (packages) Such as dooku using a custom blade and animations and sounds It would be listed as Dooku for each taking all the modifications An example. saber_dooku { *newFlag* customSaber 1 name "Count Dooku" soundOn "models/weapons2/saber_dooku/draw1.wav" soundLoop "models/weapons2/saber_dooku/Loop1.wav" soundOff "models/weapons2/saber_dooku/holster1.wav" spinSound "" swingSound1 "" swingSound2 "" swingSound3 "" hitSound1 "" hitSound2 "" hitSound3 "" blockSound1 "" blockSound2 "" blockSound3 "" *newFlag* BladeStyle "models/weapons2/saber_dooku/ep2blade.jpg" readyAnim BOTH_SABERSTAFF_STANCE drawAnim BOTH_SHOWOFF_MEDIUM putawayAnim BOTH_SHOWOFF_FAST bowAnim BOTH_LK_DL_ST_S_SB_1_W flourishAnim BOTH_SHOWOFF_STRONG gloatAnim BOTH_FORCE_RAGE } As such the sound/BladeStyle/Anim option would include ALL sounds/BladeStyle/Anims defined. The code should even list non-custom saber's sounds/BladeStyle/Anims. anyways if everything is set up correctly with a sab_dooku.skin, act_dooku.skin, and add_dooku.skin and several packages chosen You should have everything listed g_saber "saber_dooku, dooku/dooku/dooku" g_saber_sounds, "Count Dooku" g_saber_blade, "Count Dooku" g_saber_anims, "Count Dooku" other than g_saber the other cvars don't exist their just for example Technically you should be able to feed in every type of saber flag into a "package" effects would be a good example g2MarksShade g2WeaponMarkShader blockEffect hitPersonEffect hitOtherEffect Custom sabers should also have a default skin for the .sab that way the it can be used by those without the mod. Link to comment Share on other sites More sharing options...
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