SparedLife Posted November 25, 2006 Share Posted November 25, 2006 Here's a little of What I've done with the demo. I've been able to find most of the characters. If I remember correctly in LSW1 you could use the demo external files to manipulate the full game parameters but I've been unable to get the txt files to work in external folders. Such as: /chars/Lukeskywalker/Lukeskywalker_tatooine.txt This is in the library file "game.dat": Blaster zipup layers_special=0,1,5 layers_high=0,2,5 layers_medium=0,3,5 layers_low=0,4,5 layers_dead=0,1,5 variant=luke sfx_shoot="Luke_Fire" radius=0.1 miny=0 maxy=0.42 scale=1.0 acceleration=10 hit_points=4 helmet_locator=7 tag_locator=8 tiptoe_speed=0.1616 walk_speed=0.6 run_speed=1.2 head_locator=2 hxxxead_joint=0 hair_layer=5 weapon_locator=0 weapon_shoot_locator=3 move_delay=0.2 lunge_speed=1.5 lunge_jumpspeed=0.75 jump_speed=1.3 air_gravity=-6.0 water_gravity=0 lunge_gravity=-10 slam_jumpspeed=3 slam_gravity=-15 shadow_locators=4,5 hand_locators=0,1 streak_1_locators=6,7 streak=blue slide_orientation bsa_default=on anim_start="slide" action="slide" anim_end anim_start="Heavyland" action="fallland" cycle=off blend_in=0 no_headturn anim_end anim_start="Grapple" action="up" blend_in=0.1 anim_end anim_start="forceChoke" action="choked" fpsec=45 anim_end anim_start="forceLightning" action="zapped" fpsec=36 blend_in=0 anim_end anim_start="fall" action="fall" anim_end anim_start="walk" action="walk" footsteps fpsec=30 frame3=5 frame4=16 anim_end anim_start="tiptoe" action="tiptoe" footsteps frame3=13 frame4=34 anim_end anim_start="BuildIt" action="Build" cycle=on anim_end anim_start="helmeton" action="helmeton" cycle=off anim_end anim_start="TrooperAccess" action="TrooperAccess" cycle=off anim_end anim_start="idle" action="idle" anim_end anim_start="evadeRight" action="right" speed=0.5 cycle=off blend_in=0 blend_out=0.1 anim_end anim_start="evadeLeft" action="left" speed=-0.5 cycle=off blend_in=0 blend_out=0.1 anim_end anim_start="jump" action="jump" blend_in=0 cycle=off no_headturn anim_end anim_start="land" action="land" cycle=off blend_in=0 speed=0.0 anim_end anim_start="gunidle" action="weaponidle" anim_end anim_start="run" action="run" fpsec=28 footsteps frame3=10 frame4=20 anim_end anim_start="rungunout" action="run2" fpsec=28 footsteps frame3=10 frame4=20 anim_end anim_start="gunout" action="weaponout" cycle=off frame1=1 frame2=12 anim_end anim_start="gunin" action="weaponin" cycle=off frame1=18 frame2=25 anim_end anim_start="gunshoot" action="shoot" cycle=off blend_out=0.1 anim_end anim_start="Lunge" action="lunge" cycle=off speed=1.5 blend_in=0.1 no_headturn anim_end //anim_start="LungeLand" //action="lungeland" //cycle=off //blend_in=0 //speed=1 //fpsec=30 //no_headturn //frame_stop=13 //anim_end anim_start="LungeLand2" action="lungeland" cycle=off blend_in=0.2 speed=0.5133 no_headturn fpsec=30 anim_end //anim_start="LungeLandFire" //action="lungefire" //cycle=off //blend_in=0 //anim_end anim_start="GunShoot" action="lungefire" cycle=off blend_in=0 no_headturn anim_end anim_start="pullLever" action="pullLever" cycle=off anim_end anim_start="swipeCard" action="interface" cycle=off anim_end anim_start="push" action="push" speed=0.25 footsteps frame3=15 frame4=30 anim_end anim_start="melee1" action="punch1" cycle=off blend_in=0 frame1=8 speed=0.5128 anim_end anim_start="melee2" action="punch2" cycle=off blend_in=0 frame1=7 speed=0.5128 anim_end anim_start="melee3" action="punch3" cycle=off blend_in=0 frame1=7 frame_stop=8 speed=0.5128 anim_end // Unique Anim done, don't change! //anim_start="ride_bantha_new_jedichar" anim_start="bantha_idle" action="ride_bantha" anim_end anim_start="ride_dewback_new_blasterchar" action="ride_dewback" anim_end anim_start="ride_landspeeder_new_blasterchar" action="ride_landspeeder" anim_end anim_start="ride_speederbike_new_blasterchar" action="ride_speederbike" gun_off bsa=off anim_end anim_start="ride_heavyrepeatingcannon_new_blasterchar" action="ride_heavyrepeatingcannon" gun_off bsa=off anim_end anim_start="ride_tauntaun_new_blasterchar" action="ride_tauntaun" gun_off bsa=off anim_end anim_start="ride_generic_new_blasterchar" action="ride" gun_off bsa=off anim_end anim_start="throw_new_blasterchar" action="throw1" frame1=8 frame2=12 frame3=20 blend_in=0.2 blend_out=0.2 bsa=off anim_end anim_end Here's a link to some screenshots I have so far. In this scene below the animal is constantly spawning and dieing by falling through the map. It's just outside the viewing range of the game. I may have inadvertently caused it but if not then this is an extra activity that is going on the whole time you are in the level. The rest:: LSW2 Demo fun Link to comment Share on other sites More sharing options...
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