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I'm doing a CoOp gametype for OJP and I could use some help.


razorace

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Like the title states, I'm working on a true Co-Op gametype for OJP and I could use some help. Namely, I need some more data on how some of the map entities work so I can replicate their functions in MP.

 

The ones I need info for so far are:

 

Misc_Model_Breakable

NPC_Human_Merc

 

In fact, is there a master listing with detailed information for all the JKA map entties? If so, where can I find it?

 

Thanks!

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In case you want an idea of what sort of information I'm looking for, here's an example:

 

/*QUAKED func_breakable (0 .8 .5) ? INVINCIBLE IMPACT CRUSHER THIN SABERONLY HEAVY_WEAP USE_NOT_BREAK PLAYER_USE NO_EXPLOSION

INVINCIBLE - can only be broken by being used

IMPACT - does damage on impact

CRUSHER - won't reverse movement when hit an obstacle

THIN - can be broken by impact damage, like glass

SABERONLY - only takes damage from sabers

HEAVY_WEAP - only takes damage by a heavy weapon, like an emplaced gun or AT-ST gun.

USE_NOT_BREAK - Using it doesn't make it break, still can be destroyed by damage

PLAYER_USE - Player can use it with the use button

NO_EXPLOSION - Does not play an explosion effect, though will still create chunks if specified

 

When destroyed, fires it's trigger and chunks and plays sound "noise" or sound for type if no noise specified

 

"targetname" entities with matching target will fire it

"paintarget" target to fire when hit (but not destroyed)

"wait" how long minimum to wait between firing paintarget each time hit

"delay" When killed or used, how long (in seconds) to wait before blowing up (none by default)

"model2" .md3 model to also draw

"target" all entities with a matching targetname will be used when this is destoryed

"health" default is 10

"numchunks" Multiplies the number of chunks spawned. Chunk code tries to pick a good volume of chunks, but you can alter this to scale the number of spawned chunks. (default 1) (.5) is half as many chunks, (2) is twice as many chunks

"chunksize" scales up/down the chunk size by this number (default is 1)

"playfx" path of effect to play on death

 

"showhealth" if non-0, will display the health bar on the hud when the crosshair is over this ent (in siege)

"teamowner" in siege this will specify which team this thing is "owned" by. To that team the crosshair will

highlight green, to the other team it will highlight red.

 

Damage: default is none

"splashDamage" - damage to do

"splashRadius" - radius for above damage

 

"team" - If set, only this team can trip this trigger

0 - any

1 - red

2 - blue

 

Don't know if these work:

"color" constantLight color

"light" constantLight radius

 

"material" - default is "0 - MAT_METAL" - choose from this list:

0 = MAT_METAL (basic blue-grey scorched-DEFAULT)

1 = MAT_GLASS

2 = MAT_ELECTRICAL (sparks only)

3 = MAT_ELEC_METAL (METAL2 chunks and sparks)

4 = MAT_DRK_STONE (brown stone chunks)

5 = MAT_LT_STONE (tan stone chunks)

6 = MAT_GLASS_METAL (glass and METAL2 chunks)

7 = MAT_METAL2 (electronic type of metal)

8 = MAT_NONE (no chunks)

9 = MAT_GREY_STONE (grey colored stone)

10 = MAT_METAL3 (METAL and METAL2 chunk combo)

11 = MAT_CRATE1 (yellow multi-colored crate chunks)

12 = MAT_GRATE1 (grate chunks--looks horrible right now)

13 = MAT_ROPE (for yavin_trial, no chunks, just wispy bits )

14 = MAT_CRATE2 (red multi-colored crate chunks)

15 = MAT_WHITE_METAL (white angular chunks for Stu, NS_hideout )

16 = MAT_SNOWY_ROCK (mix of gray and brown rocks)

 

Applicable only during Siege gametype:

teamnodmg - if 1, team 1 can't damage this. If 2, team 2 can't damage this.

 

*/

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There should be 2 files in either the JK PAK file or the Radiant editor program file.

 

mp_ents.def and sp_ents.def - these are the entity definition files for multiplayer and singleplayer respectively.

 

Raven should co-op from the start. Also, does anyone know why there are 2 executables and why Raven couldn't have merged the two?

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Found them. They had gotten moved when I had reinstalled JKA. Thanks for the help.

 

Anyway, the reason why there's 2 executables is because it's easier for them to do scripting stuff if they only have to code it for single player (where there's only one client).

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