Jedi Howell Posted April 24, 2002 Share Posted April 24, 2002 How might one specify which force powers the player starts off with? Scripting, I'm guessing. Specifically, I want to make KK start off with none of them. jh Link to comment Share on other sites More sharing options...
Jedi Howell Posted April 24, 2002 Author Share Posted April 24, 2002 I'm guessing that none of you know, then... Link to comment Share on other sites More sharing options...
MilesTeg Posted April 25, 2002 Share Posted April 25, 2002 bump! I have the same problem! I replaced my level with the first level in JO and Kyle still has force powers so there must be a way to change this in the map (=the bsp file). ergo: there must be something in the kejim_post map.... I keep on searching... Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted April 25, 2002 Share Posted April 25, 2002 It's scripting. Link to comment Share on other sites More sharing options...
evilhomernz Posted April 25, 2002 Share Posted April 25, 2002 try looking at the scripting for the first fews maps coz he doesnt get any powers till the 3rd lot of maps so there must be sumign in there sum wheres Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted April 25, 2002 Share Posted April 25, 2002 I don't think you CAN look at the scripting... Isn't it compiled? It is ICARUS, right? Link to comment Share on other sites More sharing options...
MilesTeg Posted April 25, 2002 Share Posted April 25, 2002 I´ve found it!! 1st level: kejim_post/kejim_start.ibi other levels: player_setup.ibi Look into the files with a simple texteditor: in Keijim_post level: SET_FORCE_JUMP_LEVEL 0 in doom_detention level: SET_FORCE_JUMP_LEVEL 3 Now we just have to cut ourself a new starting script together!! Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted April 25, 2002 Share Posted April 25, 2002 Was some of it garbled? Because, if it's anything like ICARUS for EF, it has to be compiled. It may not work if you just do it through a text editor. But, I'm really more of a mapper than a scripter. Link to comment Share on other sites More sharing options...
MilesTeg Posted April 25, 2002 Share Posted April 25, 2002 thats the kejim file IBI ÃõÈ? kyle `B SET_FORCE_JUMP_LEVEL 0 SET_FORCE_PUSH_LEVEL 0 SET_FORCE_PULL_LEVEL 0 SET_FORCE_SPEED_LEVEL 0 SET_FORCE_HEAL_LEVEL 0 SET_FORCE_GRIP_LEVEL 0 SET_FORCE_MINDTRICK_LEVEL 0 SET_FORCE_LIGHTNING_LEVEL 0 SET_SABER_THROW 0 SET_SABER_DEFENSE 0 SET_SABER_OFFENSE 0 & $ B À@ SET_SKILL SET_ARMOR ÈB ' & $ B À@ SET_SKILL €? <cutting the rest> doom detention file: IBI ÃõÈ? SET_OBJECTIVE_HIDE DOOM_COMM_OBJ1 SET_OBJECTIVE_HIDE DOOM_COMM_OBJ2 SET_OBJECTIVE_HIDE DOOM_COMM_OBJ3 SET_OBJECTIVE_HIDE DOOM_COMM_OBJ4 SET_OBJECTIVE_SHOW DOOM_DETENTION_OBJ1 SET_OBJECTIVE_SHOW DOOM_DETENTION_OBJ2 kyle \B SET_FORCE_JUMP_LEVEL 3 SET_FORCE_PUSH_LEVEL 3 SET_FORCE_PULL_LEVEL 3 SET_FORCE_SPEED_LEVEL 3 It doesn´t seem too difficult for manipulating... Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted April 25, 2002 Share Posted April 25, 2002 Okay, I see a bunch of squares, (squares=gibberish) Is that what you see? Link to comment Share on other sites More sharing options...
MilesTeg Posted April 25, 2002 Share Posted April 25, 2002 I tested it and it actually worked. I had force powers in the first level but the cinematics didn´t show up... Link to comment Share on other sites More sharing options...
MilesTeg Posted April 25, 2002 Share Posted April 25, 2002 Okay, I see a bunch of squares, (squares=gibberish) Yes, but the numbers behind the force names are equal to the force level you should have in the levels Link to comment Share on other sites More sharing options...
PurplWulf Posted April 25, 2002 Share Posted April 25, 2002 in the scripts for the ladder map, I found this for the start.ibi: { set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_ARMOR", 100 ); } I'm assuming this is an adapted script that accomplishes the same things as the "coded" ibi files, since the ladder map loads up fine and you have level three force powers for everything. HTH the purple one Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted April 25, 2002 Share Posted April 25, 2002 Ahh... Now I see... Okay, I don't... And Miles, I hope you didn't edit your assets pak file... Link to comment Share on other sites More sharing options...
MilesTeg Posted April 25, 2002 Share Posted April 25, 2002 maybe we´ll figure it out somehow... it gives all forcepowers it I change one "0" to "3" No, it´s all in my good ol pk3 Link to comment Share on other sites More sharing options...
patchx Posted April 25, 2002 Share Posted April 25, 2002 would that have to be compiled before it would work in the game? and does anyone know yet how to assign start scripts to a level? would it be an option with the worldspawn thingo? man i need one of those compiler thingo's damnit! -patch Link to comment Share on other sites More sharing options...
MilesTeg Posted April 25, 2002 Share Posted April 25, 2002 coming to the initial question: How might one specify which force powers the player starts off with? Scripting, I'm guessing. Yes, it is scripting. But you can use the scripting advice in JORadiant with the Keijim script (has no force powers): 1. Make a target_scriptrunner entity with targetname level_start Usescript keijim_post/kejim_start connect info_player_start with the entity (target, targetname) that´s it! cheers Miles Link to comment Share on other sites More sharing options...
patchx Posted April 25, 2002 Share Posted April 25, 2002 excellent now i need to know how to saber color -patch Link to comment Share on other sites More sharing options...
Wes Janson SMR Posted April 25, 2002 Share Posted April 25, 2002 'Saber color's easy. Go into the npcs.cfg file and change Kyle's 'saber to your desired color (for the cutscenes). In the game, bind "sabercolor <color>" command with your weapon selection buttons and fire buttons so it automatically changes before the lightsaber appears. A little work is involved, but it's all seamless if you do it right. Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted April 25, 2002 Share Posted April 25, 2002 Also, I think the script will automatically be run if it's called 'levelbegin.ibi', and it's located in a folder below the 'scripts' directory that shares its name with the .bsp of the map. Of course, I'm just a mapper. Link to comment Share on other sites More sharing options...
patchx Posted April 26, 2002 Share Posted April 26, 2002 but i need to be able to export it with an sp level i dont wanna have to include instructions telling the player to bind hot keys and stuff not very proffessional looking (lol not that im a professional) -patch Link to comment Share on other sites More sharing options...
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