TheShaman Posted June 25, 2007 Posted June 25, 2007 It must be used when you have low DP and if you don't "own" the lock. That way you can avoid the enemy superbreak and you'll be alive.
JackBaldy Posted June 25, 2007 Author Posted June 25, 2007 The ability to break out of a saber lock was added quite a while ago, a bit before I started distributing the latest revisions of Open Jedi Project Enhanced. High mishap or critical dodge points means that you cannot break the saber lock, but other than that, both players have the ability to break the saber lock.
JackBaldy Posted June 25, 2007 Author Posted June 25, 2007 * Revision 560_2: http://files.filefront.com//;7883392;;/ I altered the installer script so that the screenshots used in OJP_Editing.html were properly placed in the installer.
Wytchking Posted June 26, 2007 Posted June 26, 2007 You broke the saber lock Oh! I had never heard of it before nor had I seen it in action. It looked alot like a bug due to the lack of an animation showing you broke the saber lock.
razorace Posted June 27, 2007 Posted June 27, 2007 Animations are played with a saber block is broken. But it's possible that you broke due to one of the lock players having to break the lock to block another attack of some sort.
Wytchking Posted June 27, 2007 Posted June 27, 2007 Animations are played with a saber block is broken Interesting... What does the animation look like? I may have just missed it. What seems to happen is that one of the people in the lock does the saber lock finishing move thing and the other is suddenly a few feet away and is allowed total freedom of movement.
razorace Posted June 28, 2007 Posted June 28, 2007 Well, it depends on the saberlock but most frequent animation is where the player's arms sweep down and outward in both directions.
JackBaldy Posted July 9, 2007 Author Posted July 9, 2007 * Revision 561: http://files.filefront.com//;8005138;;/ Changes: https://opensvn.csie.org/traccgi/ojp/changeset/561 Author: DarthDie Message: Ammo,sentry,seeker,forcefield all regen after time now. :/ I might of acidently commited other things I was working on...please test this version...its supposed to be version 0.1.0
JackBaldy Posted July 10, 2007 Author Posted July 10, 2007 * Revision 562: http://files.filefront.com//;8014722;;/ Changes: https://opensvn.csie.org/traccgi/ojp/changeset/562 Author: DarthDie Message: Fixed a big bug of item regen...that now works (?). Anyone avaible to test this with me? Enhanced/source/cgame/cg_weapons.c (modified) (7 diffs) Enhanced/source/game/NPC_AI_Seeker.c (modified) (1 diff) Enhanced/source/game/g_active.c (modified) (2 diffs) Enhanced/source/game/g_items.c (modified) (1 diff)
JackBaldy Posted July 10, 2007 Author Posted July 10, 2007 * Revision 563: http://files.filefront.com//;8014818;;/ Changes: https://opensvn.csie.org/traccgi/ojp/changeset/563 Author: DarthDie Message: Removed bounty sys. Whoops Enhanced/source/cgame/cg_local.h (modified) (2 diffs) Enhanced/source/cgame/cg_main.c (modified) (2 diffs) Enhanced/source/cgame/cg_scoreboard.c (modified) (2 diffs) Enhanced/source/cgame/cg_servercmds.c (modified) (2 diffs) Enhanced/source/game/g_cmds.c (modified) (3 diffs) Enhanced/source/game/g_combat.c (modified) (1 diff) Enhanced/source/game/g_crash.c (modified) (1 diff) Enhanced/source/game/g_local.h (modified) (2 diffs) Enhanced/source/game/g_main.c (modified) (2 diffs)
JackBaldy Posted July 11, 2007 Author Posted July 11, 2007 * Revision 566: http://files.filefront.com//;8018071;;/ Changes: https://opensvn.csie.org/traccgi/ojp/changeset/566 Author: DarthDie Message: Updated OJP_changes_enhanced.txt . Enhanced/docs/OJP_changes_enhanced.txt (modified) (1 diff) * Revision 565: Changes: https://opensvn.csie.org/traccgi/ojp/changeset/565 Author: DarthDie Message: Updated version to v0.1.0 . Enhanced/source/game/bg_public.h (modified) (1 diff) * Revision 564: Changes: https://opensvn.csie.org/traccgi/ojp/changeset/564 Author: DarthDie Message: Removed ammo and seeker regen. Enhanced/source/cgame/cg_weapons.c (modified) (2 diffs) Enhanced/source/game/NPC_AI_Seeker.c (modified) (3 diffs) Enhanced/source/game/g_active.c (modified) (3 diffs) Enhanced/source/game/g_client.c (modified) (1 diff) Enhanced/source/game/g_local.h (modified) (1 diff)
JackBaldy Posted August 21, 2007 Author Posted August 21, 2007 * Revision 567: http://files.filefront.com//;8363758;;/ Author: tinny Changes: https://opensvn.csie.org/traccgi/ojp/changeset/567 Message: Fixed anims for npcs so they use walk animation and such properly as a check for clients using no foot step cheat was interfering with it. I changed it so that it only checks for clients under max_clients. Files: Basic/source/game/bg_pmove.c (modified) (1 diff) Enhanced/source/game/bg_pmove.c (modified) (1 diff)
Maxstate Posted August 21, 2007 Posted August 21, 2007 Yup seems like it?Tinny fixed NPC's using the running anim even though they're walkin'.
JackBaldy Posted October 16, 2007 Author Posted October 16, 2007 * Revision 568: http://files.filefront.com/InstallOJPEnhancedr568exe/;8813732;/fileinfo.html Author: DarthDie Changes: https://opensvn.csie.org/traccgi/ojp/changeset/568 Message: Fixed where standing near and looking at dead npc would make you go into preblock. Files: Enhanced/source/game/w_saber.c (modified) (1 diff)
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