Kimberly Posted March 31, 2010 Share Posted March 31, 2010 I just want to share this fix you guys ---------------------------------------- The following code is made by the author ---------------------------------------- In w_force.c (that part handles the damage) Search "jackin' 'em up" and replace the conditions with this code: /* * * Added by Kimmy * Conditions for 2handed lightning * */ if ( self->client->ps.weapon == WP_NONE || self->client->ps.weapon == WP_MELEE || self->client->ps.weapon == WP_SABER && self->client->ps.saberHolstered && self->client->ps.fd.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 ) {//2-handed lightning //jackin' 'em up, Palpatine-style dmg *= 2; } In cg_players.c (the origin and such stuff) Search "doing the electrocuting" And add this part /* * Added by Kimmy * 2handed lightning should work now * */ vec3_t axis[3]; vec3_t tAng, fAng, fxDir; vec3_t efOrgL; //origin left hand vec3_t efOrgR; //origin right hand VectorSet( tAng, cent->turAngles[PITCH], cent->turAngles[YAW], cent->turAngles[ROLL] ); VectorSet( fAng, cent->pe.torso.pitchAngle, cent->pe.torso.yawAngle, 0 ); AngleVectors( fAng, fxDir, NULL, NULL ); if ( cent->currentState.torsoAnim == BOTH_FORCE_2HANDEDLIGHTNING_HOLD ) { mdxaBone_t rHandMatrix; trap_G2API_GetBoltMatrix(cent->ghoul2, 0, ci->bolt_rhand, &rHandMatrix, cent->turAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale); efOrgR[0] = rHandMatrix.matrix[0][3]; //right hand matrix -> efOrgR efOrgR[1] = rHandMatrix.matrix[1][3]; efOrgR[2] = rHandMatrix.matrix[2][3]; if (!gotLHandMatrix) { trap_G2API_GetBoltMatrix(cent->ghoul2, 0, ci->bolt_lhand, &lHandMatrix, cent->turAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale); gotLHandMatrix = qtrue; } efOrgL[0] = lHandMatrix.matrix[0][3]; //left hand matrix -> efOrgL efOrgL[1] = lHandMatrix.matrix[1][3]; efOrgL[2] = lHandMatrix.matrix[2][3]; } else { if (!gotLHandMatrix) { trap_G2API_GetBoltMatrix(cent->ghoul2, 0, ci->bolt_lhand, &lHandMatrix, cent->turAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale); gotLHandMatrix = qtrue; } efOrgL[0] = lHandMatrix.matrix[0][3]; //just for the simple lightning from the left hand efOrgL[1] = lHandMatrix.matrix[1][3]; efOrgL[2] = lHandMatrix.matrix[2][3]; } AnglesToAxis( fAng, axis ); /* * Added by Kimmy * This should fix playing the single hand effect at two places * */ if ( cent->currentState.activeForcePass > FORCE_LEVEL_2 ) {//arc //trap_FX_PlayEffectID( cgs.effects.forceLightningWide, efOrg, fxDir ); //trap_FX_PlayEntityEffectID(cgs.effects.forceLightningWide, efOrg, axis, cent->boltInfo, cent->currentState.number, -1, -1); if ( pm->ps->weapon == WP_NONE || pm->ps->weapon == WP_MELEE || ( pm->ps->weapon == WP_SABER && pm->ps->saberHolstered ) ) { trap_FX_PlayEntityEffectID(cgs.effects.forceLightningWide, efOrgR, axis, -1, -1, -1, -1); // thats the solution - we need to play the fx from two origins } trap_FX_PlayEntityEffectID(cgs.effects.forceLightningWide, efOrgL, axis, -1, -1, -1, -1); } else {//line //trap_FX_PlayEffectID( cgs.effects.forceLightning, efOrg, fxDir ); //trap_FX_PlayEntityEffectID(cgs.effects.forceLightning, efOrg, axis, cent->boltInfo, cent->currentState.number, -1, -1); trap_FX_PlayEntityEffectID(cgs.effects.forceLightning, efOrgL, axis, -1, -1, -1, -1); } /* if (cent->bolt4 < cg.time) { cent->bolt4 = cg.time + 100; trap_S_StartSound(NULL, cent->currentState.number, CHAN_AUTO, trap_S_RegisterSound("sound/weapons/force/lightning.wav") ); } */ } The end is "fullbody push effect" In bg_pmove.c (animation) Between "gripping" and "draining" /* * Added by Kimmy * improved 2handed animation fix * */ else if ( (pm->ps->fd.forcePowersActive&(1<<FP_LIGHTNING)) ) {//lightning if ( pm->ps->weapon == WP_MELEE || pm->ps->weapon == WP_NONE || pm->ps->weapon == WP_SABER && pm->ps->saberHolstered ) {//2-handed lightning desiredAnim = BOTH_FORCE_2HANDEDLIGHTNING_HOLD; } else { desiredAnim = BOTH_FORCELIGHTNING_HOLD; } } If you want you can give me credit -Kimberly aka Nomi Halcyon- Link to comment Share on other sites More sharing options...
Tinny Posted April 5, 2010 Share Posted April 5, 2010 Thanks for the heads up, are you working on a mod? Link to comment Share on other sites More sharing options...
Kimberly Posted April 6, 2010 Author Share Posted April 6, 2010 well, im just helping Didz with Coremod and Stoiss with Evolution of Combat what about you r ya working at a mod atm Link to comment Share on other sites More sharing options...
Tinny Posted April 6, 2010 Share Posted April 6, 2010 Working on trying to finish up version 2 of the old school mod i was making. Really trying to get it done by this summer. Link to comment Share on other sites More sharing options...
Kimberly Posted April 6, 2010 Author Share Posted April 6, 2010 a kewl is force destruction and force blinding a complete new force or just a changed force (like lightning and rage to destruction and blinding) Link to comment Share on other sites More sharing options...
Tinny Posted April 6, 2010 Share Posted April 6, 2010 I tried to add new force powers, but the way the bases are defined in q_shared.h makes it hard to expand. I replaced force team heal and energize and integrated them into force heal and force drain when at full health. Ooh, read up on coremod, i was trying to implement some of the same stuff with lua script. Link to comment Share on other sites More sharing options...
Kimberly Posted April 6, 2010 Author Share Posted April 6, 2010 well i thought so but you can add new force level and implent so similar forces Lightning Level 1 -> Force Bolt Lightning Level 2 -> Force Shock Lightning Level 3 -> Force Lightning Lightning Level 4 -> Force Lightningstorm Lightning Level 5 -> Force Lightningbomb Link to comment Share on other sites More sharing options...
-=*Raz0r*=- Posted April 7, 2010 Share Posted April 7, 2010 * Raz0r blabs about a nice little community of the active coders for JA on IRC at irc.arloria.net/#JACoders Link to comment Share on other sites More sharing options...
Kimberly Posted April 8, 2010 Author Share Posted April 8, 2010 * slaps Raz0r around a bit with a large rainbow trout Link to comment Share on other sites More sharing options...
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