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Cartwheel and Butterfly mod...no joke


Irimi-Ai

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quickie question :

 

i used to be able to stand still and the sabre would continue to swing around me

installed the "newmoves.pk3" file and sometimes i cant even click the mouse1 to attack

i have to be moving ..

is this a side effect?

 

thanks for any replies

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I can't get the last set of moves to work I had the slide cartwheel working but not the fixed ones. I removed the old cool moves file, should I of left them both in the base directory. I also have a few other pk in the file for example the german dismemberment one that works excellent, do your pk work when you have these other pk aswell? Please Help. Many Thanks

 

My Email is leoking13@prodigy.net

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i'm at work so i can't email my version to any of you until i get home (about 8 hours from now). i will email them out as soon as i get home though. for anyone who tries my version, please tell me what you think about it and any suggestions you may have. my version is a ZIP file with the pk3 and a readme file. so, if you try to use mine, DO NOT SIMPLY RENAME IT AS A ZIP FILE. it will not work that way. you will have to extract the pk3 file. then, you only have to drop it in the base directory.

 

lionknight:

the readme i include in the ZIP file also suggests to remove any other animation pk3's from the directory so that they will not conflict. i'm not sure about conflicts with all other pk3's as i haven't tested with all the pk3's out there. so, there might be a conflict, but i can't say for sure.

 

Striker III:

i haven't experienced this with my version or nodata's version. it wasn't clear who's version you are using. if it's the original one, i can't really say as i never tried that one. the only thing that comes to mind is some pk3 conflict or mouse input issue (?).

 

Irimi-Ai

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I would like to take the time to thank you guys for the mods. I think they are a great addition to an already excellent game. I finally got it to work and they kick ass, the problem many people are having is that they need to load a new map or new game then it will work. It was not working for me but now it is, when I load a new game or map. How many mods are there now, I am getting a little confused. I think there is three, Irimi's original the Lord's modified version which is the latest one I am using and another modified version from Irimi, which I would like to test out if you can send it to me. Many Many Thanks

Leoking13@prodigy.net

P.S. On another note you guys really need to check out Game commander 2. I picked it up for 10.00. It is a voice command controll that works great. You assign the commands to the forces and the weapons and it frees up your mouse, Joystick, and Keyboard buttons for other commands. For example the new taunt spin attack, I have that assigned to one of my five mouse buttons, its a whole move in itself now Thanks, Muncho Thanks

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ok, i'm at home (finally). i'm not sure who has my version or who wants it, so i'm just going to email it out to everyone who requested a copy of the mod. also, i've only made one version of the mod, not two. the original was by Samsagaz. then nodata tweaked it, then i just added and tweaked nodata's version. i'm just adding to what others have already done to get a mod that i like. if others like it, great! anyway, emails are being sent out now.

 

Irimi-Ai

 

PS with the file i send, DO NOT SIMPLY RENAME IT AS A ZIP FILE...you need to unzip it to get the pk3 and the readme. please, if you have questions or problems, read the readme.txt first, as i tried to answer questions in that.

 

PPS do you guys think it would be worthwhile to submit it to jediknightii.net?

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ok, just got done with a new version (this one is a lot better IMO). here's the changes from the readme i include:

 

Original Move ==> New Move

 

Roll Left ==> Ariel left

Roll Right ==> Ariel right

Roll Back ==> Left Butterfly with twist/barrel roll (it looks fine, i'm just giving the name of the move that's in the animation.cfg file)

Roll Forward ==> Modified Right Butterfly with kick

Lunge ==> Modified Death spin (you must see it!)

All getup

animations ==> "Force" get-up animations

 

so, added the new butterfly for backward roll, the death spin move (you have to try it!), and the get-up animations.

 

i replaced the lunge with the death spin because frankly, i like the blue stance and i thought this move might encourage people to use it more.

 

also, since all the get-up animations are now "force" get-up animations, any time you are knocked down you should only have to hit the jump button ONCE instead of repeatedly. when you do, your character will perform one of 5 force get-up animations (a la agent smith in matrix, neo in the subway, neo in the dojo, etc.). i have not extensively tested the get-up animations, because it's easier to do in MP, but i don't have much time to get on MP, test it real quick, go offline to tweak, go into MP again to test, etc. etc.

 

i will send out this revised version to all of those i sent my last one to. as usual, any comments and suggestions would be great.

 

Irimi-Ai

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ok, sorry for all the versions coming out so quick. the latest one i have is what i'm calling version 105. it really tweaks the force get-up animations and knockdown animations. here's a snippet from the readme:

--------------------------------------------------------------------------------

-Changed some of the get-up animations back to the default. I realized that if all get-up animations used the force, then you wouldn't be able to get up if you had no force. Oops. Now, there is the default "no force" get-up animations for when you are knocked back and knocked forward and have no force. If you are knocked down and have no force or don't want to use a Force get-up move, either press the *crouch* key repeatedly to get up. Or, press and hold crouch, then press jump to get up (this one works sometimes, but I can't consistently replicate it).

 

-Changed the length of two knockdown animations. The default light/medium power knocked backwards and knocked forwards animations were shortened so that you are not lying there vulnerable for so long. However, I left the more powerful knockback animations with the longer recovery period. Thus, if you knock someone backwards/forwards lightly or at a medium level, they will be able to get up quicker. If you knock someone

backwards/forwards strongly, it will take them longer to recover.

---------------------------------------------------------------------------------

 

read the readme for a list of the specific animations and a lot more. i'm emailing this out to the same people i have before.

 

Irimi-Ai

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i'm at work now, and won't be home for another 3 hours. when i get home, i'll email it to you guys. i submitted the mod to both massassi and jediknightii.net. since the levels section here is broken, it may not show up for a while. plus, i've sent both of these places 2 versions of my mod within the past 12 hours, so they may be pissed. i just keep adding improvements, though.

 

Irimi-Ai

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