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Basic Brainstorming: Saber Hilts/Glow/Blades/Sounds


razorace

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  • 3 weeks later...
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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.

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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.

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  • 2 weeks later...

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.

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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?

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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.

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