Indy4 Posted June 1, 2002 Posted June 1, 2002 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!!!!!!!!!!!!
BlackDove Posted June 1, 2002 Posted June 1, 2002 You really have no idea what the "source code" is, do you?
Indy4 Posted June 1, 2002 Author Posted June 1, 2002 is this what we have been waiting for? when can we expect to see the REAL MODS?
Chastan Posted June 1, 2002 Posted June 1, 2002 See, I edited the SOURCE CODE so there is an ultra-acturate E11 blaster
Indy4 Posted June 1, 2002 Author Posted June 1, 2002 i want to see NEW weopons!!!!!!! new everything!!!!!!!!!!
Akshara Posted June 1, 2002 Posted June 1, 2002 This is excellent news! Maybe now we can figure out how to change the weapons for NPC characters...
Elegy Posted June 1, 2002 Posted June 1, 2002 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.
Chastan Posted June 1, 2002 Posted June 1, 2002 I'm sure people are working on it right now... edit:: sorry I was replying to the post two above. And no, it's not the FULL source code...no cheats buddy.
Kurgan Posted June 1, 2002 Posted June 1, 2002 Can the flames please.. I don't want to have to celebrate my return to civilization by banning a bunch of people.... Well then again....
GidionTheDead Posted June 1, 2002 Posted June 1, 2002 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
da_rat Posted June 2, 2002 Posted June 2, 2002 Originally posted by QuietSith Full source? Get ready for more cheats! LOL, how ever did you know?!?!
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