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| Tutorials are copyrighted by thier author and the Inside3D staff. And may be used in any Quake modification provided that the author and the Inside3D staff are credited. Please direct any comments to the author. |
| Created By: | Drywall |
| eMail: | drywall@inside3d.com |
| Difficulty Scale: | Easy |
Hi there. This tutorial will attempt to transform Force Seeing into what I call Force Create. What you specifically create is ammo. Unfortuantely, I haven't been able to test this tutorial, so let me know if for some reason it doesn't work. Be careful when running your Jedi Knight patch, because unlike QC which warns you when you make an error, Jedi Knight will just crash your system if your patch has an error. Yeah, it's a pain. Anyways, here we go:
Step 1
Open force_seeing.cog and replace the activated message with this:
activated:if(!IsInvActivated(player, 23)) { mana = GetInv(player, 14); if(mana >= cost) { if(GetInv(player, 65) != 1) ChangeInv(player, 14, -cost); rank = GetInv(player, 23); if(rank == 1) flags = 0xc; // players & actors else if(rank == 2) flags = 0xc; // players & actors else if(rank == 3) flags = 0x1c; // players & actors & items else if(rank == 4) flags = 0x3c; // players & actors & items & projectiles // Play activation sound PlaySoundThing(seeingSound, player, 1.0, -1, -1, 0x80); ChangeInv(player, 11, 500.0); // Give Player 500 Engergy cells ChangeInv(player, 12, 500.0); // Give Player 500 Power cells ChangeInv(player, 15, 30.0); // Give Player 30 Rail charges}}Return;Well, it's simple, but it should work. Since I haven't been able to test it (I deleted JK for Ultima Online and left the Jedi Knight CD somewhere else heheh...oops) HTMLized by James "Drywall" Layman