Daskers Posted November 24, 2002 Share Posted November 24, 2002 Is it possible to make a mod that allows extra weapons? Maybe in the same way as their implemented in Soldier of Furtune or SW: Mysteries of the Sith. Or maybe like the sabers in JediMod. Link to comment Share on other sites More sharing options...
Azymn Posted November 26, 2002 Share Posted November 26, 2002 If you mean carrying dual pistols like Jango Fett, it is indeed possible. A couple of mods are planning/considering implementing this feature: Masters of the Force, AOTC:TC, and ForceMod v2. There may be more. Link to comment Share on other sites More sharing options...
Lord Tnuc Posted November 27, 2002 Share Posted November 27, 2002 Like I said in the other threat...I am absolutely in love with this idea. Syrup...do me a favor and whip up a small mod for this >.> Link to comment Share on other sites More sharing options...
Bogus Posted November 27, 2002 Share Posted November 27, 2002 please could you make a demo and even try to get permission to add it in with the jetpack demo so we could have a jango mod in the making. just to wet our appetite. because i also found on jk2files.com they had a working jango pistol model and this would take the cake. one question does it also do 2 pistols in first person veiw or only third? Link to comment Share on other sites More sharing options...
Lord Tnuc Posted November 27, 2002 Share Posted November 27, 2002 Considering it hasn't been made yet, and might not, none, yet. Link to comment Share on other sites More sharing options...
Tchouky Posted November 27, 2002 Share Posted November 27, 2002 it already has been done... Link to comment Share on other sites More sharing options...
Lord Tnuc Posted November 27, 2002 Share Posted November 27, 2002 Well by all means, do tell us where to find it. Or if we can find it. Or any other tidbits of info you can give out. Because of course...we do know nothing. >.>. Basically what I'm trying to say is...if you're going to say "it's been done" At least tell us where to find it, since that's what this thread is about... Link to comment Share on other sites More sharing options...
Emon Posted November 27, 2002 Share Posted November 27, 2002 For first person, what if you made a second weapon in the model and added another tag_flash? Link to comment Share on other sites More sharing options...
Emon Posted November 28, 2002 Share Posted November 28, 2002 Just tried that idea, it doesn't work. Link to comment Share on other sites More sharing options...
Lord Tnuc Posted November 28, 2002 Share Posted November 28, 2002 Just an idea..but..couldn't someone rework the bryar to work like the turret? Tweak that around so that it looks better...and bam? Link to comment Share on other sites More sharing options...
Tchouky Posted November 28, 2002 Share Posted November 28, 2002 i said it has been done, not that it was released anyway, darth_syrup's mod : forcemod beta 2 will have it... Link to comment Share on other sites More sharing options...
Lord Tnuc Posted November 28, 2002 Share Posted November 28, 2002 Thank you, Tchouky, for telling us this. ô.ô Link to comment Share on other sites More sharing options...
Wudan Posted December 2, 2002 Share Posted December 2, 2002 Ok, Tchouky, what is wrong with doing it again? Link to comment Share on other sites More sharing options...
Azymn Posted December 3, 2002 Share Posted December 3, 2002 I think Tck was only correcting Lord Tnuc on the fact that someone had actually coded it. Link to comment Share on other sites More sharing options...
Wudan Posted December 3, 2002 Share Posted December 3, 2002 Yeah, I'm just tense lately. Link to comment Share on other sites More sharing options...
gw_leader Posted December 4, 2002 Share Posted December 4, 2002 You can have more than 16 weapons in jk2, if you set MAX_POWERUPS to 0 and MAX_WEAPONS to 32. Thats allows you to habe 32 weapons but no powerups. Which would probably be very useful if you wanted to make a dual weapon mod. Where you carry two different weapons at the same time. Link to comment Share on other sites More sharing options...
Wudan Posted December 4, 2002 Share Posted December 4, 2002 Are you sure? I just changed MAX_WEAPONS to 32 and the code compiles, but it doesn't agree with the executeable. It's the same kind of problem as the WLS Co-Op mod came up against - they needed to change q_shared.h, (see MAX_MODELS) but you can't without needing to recompile the jk2mp.exe file, which we can't do. Have you done it, and does it work, is really what I'm interested in. I've thought of some creative work arounds, but if it's just me, then maybe I just suck at coding (likely, but, hey, I'm getting better.) I was going to add a second weapon to make a dual weapon, but I decided against that because of the MAX_WEAPONS limit, besides, the new idea I've got will make dual pistols more net friendly. Link to comment Share on other sites More sharing options...
Lord Tnuc Posted December 4, 2002 Share Posted December 4, 2002 Okay, couldn't you just code the pistols to act like the turret? Link to comment Share on other sites More sharing options...
gw_leader Posted December 4, 2002 Share Posted December 4, 2002 Okay, Now this does work, but to have more weapons you have to be willing to scrifice something else. Original code #define MAX_STATS 16 #define MAX_PERSISTANT 16 #define MAX_POWERUPS 16 #define MAX_WEAPONS 16 Now what you do. #define MAX_STATS 16 #define MAX_PERSISTANT 16 #define MAX_POWERUPS 8 //I subtracted 8 from the powerups #define MAX_WEAPONS 24 //I then added the 8 which I subtacted to the weapons. // - 8 from powerups = + 8 to max_weapons count //If you just add 16 to the weapons count without subtacting it from something. It doesn't equal the magic number = jk2mp error. Okay, heres it nice and simple, whatever you take you have to give back to another limit. I hope that clears things up. As for the WLS coop mod, I don't see why they just didn't subtract some from the MAX_SOUNDS and add it to MAX_MODELS If that was there problem. Link to comment Share on other sites More sharing options...
Daskers Posted December 4, 2002 Author Share Posted December 4, 2002 If theres room for more weapons, is it possible to perhaps import more weapons INTO the game. For instance, I would really like to be able to use jango's duel pistols, but I don't want to really have to sacrifice another weapon to do so. Link to comment Share on other sites More sharing options...
Tchouky Posted December 4, 2002 Share Posted December 4, 2002 have you ever tried to do that gw_leader ? because changing the defines won't change the weapon array problem. all the weapons info are transmited between the server/client in an 8 bytes word. if you want to break this limit then go there : http://www.quake3world.com/ubb/Forum4/HTML/006307.html it's explained in a much better way than i possibly could. EDIT : i reread your post and the defines change the STATS, which are actually the bytes sent through the network. so this might work ... did you actually tried that ? i d like to know ... Link to comment Share on other sites More sharing options...
gw_leader Posted December 5, 2002 Share Posted December 5, 2002 Interesting, Thankyou, I'll make a note of that. Yes, what I said to do in my previous post did work, I was able to add whatever number of weapons I wanted and not get a stupid jk2mp error, as long as I subtracted from another stat in that group of four. Link to comment Share on other sites More sharing options...
Commodus Posted December 7, 2002 Share Posted December 7, 2002 Originally posted by Daskers If theres room for more weapons, is it possible to perhaps import more weapons INTO the game. For instance, I would really like to be able to use jango's duel pistols, but I don't want to really have to sacrifice another weapon to do so. Well, if you use a variant of the hilt code and Q_stricmp then you could change the properties of the pistol depending on the model (i.e. if a guy has a dual-pistol models called jango_pistols.glm then he could fire faster or deal more damage with the pistols then a guy with dual-pistol models called han_solo_blaster.glm). (BTW, well done to the people who contributed to this thread, finally something interesting to read about in the Coding forum!) Link to comment Share on other sites More sharing options...
Daskers Posted December 15, 2002 Author Share Posted December 15, 2002 Is there any new news on this? Just thought I'd ask, and try and re-new interest. Link to comment Share on other sites More sharing options...
Wudan Posted December 15, 2002 Share Posted December 15, 2002 Yes. Darth Syrup's mod will have it and Attack of the Clones TC will have it. And it's easier than I thought, the hard part is the animation. Link to comment Share on other sites More sharing options...
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