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Starting Force Powers


Territo

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Originally posted by Territo

How do you determine what force powers you start with in Single Player maps?

 

Well, it is done with scripts. Right now we don't have abilities to create scripts (but we will, as James Munroe promised to release BehavED).

 

The script looks like this:

 

affect ( "kyle", FLUSH )
{
set ( "SET_FORCE_JUMP_LEVEL", "3" );
set ( "SET_FORCE_PUSH_LEVEL", "3" );
set ( "SET_FORCE_PULL_LEVEL", "3" );
set ( "SET_FORCE_SPEED_LEVEL", "3" );
set ( "SET_FORCE_HEAL_LEVEL", "3" );
set ( "SET_FORCE_GRIP_LEVEL", "3" );
set ( "SET_FORCE_MINDTRICK_LEVEL", "3" );
set ( "SET_FORCE_LIGHTNING_LEVEL", "3" );
set ( "SET_SABER_THROW", "3" );
set ( "SET_SABER_DEFENSE", "3" );
set ( "SET_SABER_OFFENSE", "3" );
}

 

This is example is taken from yavin_courtyard/initplayer. As you can see all powers are set to max.

 

To use this particular script, in Radiant, create target_scriptrunner. Select it and press N key. Enter following:

 

key: usescript

value: yavin_courtyard/initplayer

 

Press enter. Then locate/create info_player_start and connect it to this target_scriptrunner. Kyle will then start the level with maximum force.

 

Alternatively, you can just create force power-ups in the map which Kyle can pick up. (holocron_*** entities ??? ).

 

Until we have JO scripting tools you can make use of Elite Force scripting tools which can be used to modify and compile simple scripts like this one above.

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