Jump to content

Home

forceMod beta - lvl 4 force powers


Azymn

Recommended Posts

Posted

I've written a mod i use with a couple buddies over a LAN.

 

I don't know if there's any interest for this sort of thing, but it's built on the JediMod 1.2 base and these are a few of the main things it adds:

 

Level 4 force powers now available for all force powers.

Defense, speed, and damage scaling based on size (invertable).

 

If anyone's curious i can email you the tentative readme, which explains the benefits of each level 4 force power and new cvars, among other things.

 

Again, it's already written and packaged - i just wanna know if there is enough interest to post this mod?

  • Replies 84
  • Created
  • Last Reply
Posted

Yeah - i'm working on a cvar that will adjust the current bot's force levels appropriately when they are created so you're not the only one running around with level 4 powers.

Posted

I read this thing, and its definitely what Ive been looking for. How do I get it? Also, is it possible to give a character both dark and light force powers?

Posted

I can probably email it to you....it's still got some known bugs if you're cool with that. It's about ~700Kb right now.

 

I'll try to add the "Combine Light & Dark Force Powers" options as a cvar in the next few days - hopefully it's as easy as it looks.

Posted

Yes, please send it to the e-mail address above. Plus Im going to PM you an idea you might be able to use.

 

edit: Concerning the bots, will you be able to specify level 4 force levels in the .jkb botfiles?

Posted
  Quote
Concerning the bots, will you be able to specify level 4 force levels in the .jkb botfiles?

 

Yeah...that already works fine.

Posted

I'll send the forceMod beta to everyone who's posted an email on this thread by 8:00pm MST tonight.

 

It's about ~700Kb, so if you don't have room in your inbox or don't want me to email it to you, just edit your post.

Posted

I just emailed it.

 

If any of you didn't get it, lemme know.

 

BTW - if you want hilts, throw the JediMod hiltpack in the same folder and it will recognize it.

Posted

HMMMM, i am a biggining mod maker and i would like to know how you can have both light and darkside powers,wouldnt you also have to make a new menu(.menu file)so you csan select the light and dark.

 

lastly can you PLEASE tell me how to compile the 1.2 source,ive tried everything but cant,the readme doesnt help me.PLEASE HELP with this question

Posted

Thanks for the mod Darth_Syrup ..... too bad I can't test it out right away. Sunday is the day that i'll start testing it. I'll post bugs or comments when I've played it.

Posted
  Quote
i would like to know how you can have both light and darkside powers,wouldnt you also have to make a new menu(.menu file)so you csan select the light and dark.

 

A new menu would be nice, but you just have to allow a string that has both light and dark side powers in it

(like 7-1-33333333333333) to be acceptable when it's parsed through BGLegalizeForcePowers().

 

Kyle098, Did you read all the instructions for compiling JediMod by running *.bat files from the command line?

 

NOTE TO EVERYONE WHO GOT THE FIRST BETA OF FORCEMOD - f_skillStances won't work unless you get the new qvm files from me - if it's okay i can email them and you just have to stick them inside the forceMod_beta.pk3/vm folder.

 

Also, feel free to post bugs you've found to see if others have had the same problems.

Posted

i don't know if this is a problem or not. when i played it last night, i used "f_skillstances 2". it worked, but it came up with the message "Info String Length Exceeded".

 

it was very fun though. perhaps someone could do a duel with it enabled.

Posted
  Quote
i don't know if this is a problem or not. when i played it last night, i used "f_skillstances 2". it worked, but it came up with the message "Info String Length Exceeded".

 

Yeah...it seems to happen when you set most of my cvars. I'm not sure what causes it, but it doesn't seem to cause problems.

 

If anyone does have problems with f_skillStances, you can set it to "0" or get the newest .qvms from me via email. Just PM or email me.

Posted
  Quote
Does anyone else have trouble with hilts or with MP crashing?

 

Have you removed all the other mods (including JediMod) from the folder? This mod changes a ton of different files that JediMod leaves untouched, which causes it not to play well with others.

 

I've never had a problem with hilts on my machine...it makes it very hard to debug. Are any of you coders?

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...