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Force Power setup


Jedi Howell

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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... :confused:

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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!!

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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...

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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

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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

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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

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'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.

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