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Source Code Is Out!!!!!!!!


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JKII Tools 2.0 ZeroXcape Friday, May 31 - 6:50 PM - 0 Comments

A new release of the Jedi Knight II editing tools is available. Our file database is offline, but we have setup this page to get you the file as quickly as possible. File details, updates, and size information can be found there as well. Here's a bit that may interest some editors:

 

Code\ - all the source code for the game VMs.

bin\ - the folder for code compiling

ui\ - support folder to compile code

Enjoy!

 

[ JKII Tools 2.0 ]

 

HERE COMES THE MODS!!!!!!!!!

 

http://www.monkeyisland.net/zero/JK2EditingTools2.exe

 

 

YEAH!!!!!!!!!!!!

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How about running a mod to fix all that pull/backstabbing BS? Cause those moves to take away from your force-meter so that the move can still be done, but not spammed repeatedly over and over in a crowd or if they miss the first time. A one-hit kill move like that should me made to be a complete bitch to pull off. That way the people who play with skill will only be able to pull it off. Fix what Raven won't lol.

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To change the weapon, just do a script looking like this with a normal text editor (like notepad.exe) and compile it with BehaveEd:

 

 

affect ( "<NPCNAME>", /*@AFFECT_TYPE*/ FLUSH )

{

 

set ("SET_WEAPON", "<WEAPONNAME>")

}

 

 

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

 

Example:

 

You have a stormtrooper and want to give him a saber. This also change his default behaviour to saber-fighting, thanks to the Jedi Knight 2 engine. Therefore you won't see Reborn with blasters, who try to attack you in melee.

 

1) (JKRadiant)

Create a map and place a "NPC_Stormtrooper" entity, with the followign variables.

"NPC_targetname" "SaberTrooper"

 

2) (JKRadiant)

Set some kind of trigger and connect it to a "target_scriptrunner" (the "target_scriptrunner" can also be connect to the "info_player_start", thus starting the script automatically at the level start).

Give the "target_scriptrunner" the variable "usecript" "yourmapname/changetrooper"

 

3) (BehaveEd)

Create the followign script ("changetrooper.ibi") :

 

affect ( "sabertrooper", /*@AFFECT_TYPE*/ FLUSH )

{

 

set ("SET_WEAPON", "weapon_saber")

}

 

and compile it!

 

4)

Place the compiled script in a pk3 (for only those sripts are accepted), using the followign fodlers:

scripts/yourmapname/changetrooper.ibi

 

5)

Start the game, activate the trigger (in case you didn't used the automatic scriptrunner) and battle the stormtrooper.

 

 

Have fun, take care, and happy mapping.

 

GidionTheDead, a.k.a. TheCrazyKraut

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