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Posted: Thu Jul 29, 2004 1:14 pm
by jb
chaoskirina wrote:so we have to look in the u. int. or ini. files in order to find it? okay.
Would have to be in the U files.
Posted: Thu Jul 29, 2004 7:49 pm
by Mætlöaff
I found it! I found it!

Posted: Thu Jul 29, 2004 7:52 pm
by Zachariah
good don't tell anyone.
Posted: Thu Jul 29, 2004 7:57 pm
by Mætlöaff
It's pretty easy to find if you know what to search for in the .u files.
Posted: Fri Jul 30, 2004 11:54 am
by LoQtUS
Congrats! we will now alter the code so it wont work if you have ascii in your name

Posted: Fri Jul 30, 2004 12:24 pm
by jb
As Mætlöaff's pic clearly shows its not ready for prime time just yet (as the flame should be around the blade and its not for the axe, mace, hammer). But yea nice. Now can you find the others

Posted: Sat Jul 31, 2004 2:59 am
by Mætlöaff
I only noticed the codes to give you all weapons and all melee weapons in there…
Posted: Sat Jul 31, 2004 4:57 pm
by General_Sun
Maybe I'm stupid or something. What app works with the ufiles? notepad is ok but it looks weird in some places.
Also, how do you instert the code once you found it? summon.chaosut or something?
I can't find it in the help files...
Posted: Sat Jul 31, 2004 6:05 pm
by jb
General_Sun wrote:Maybe I'm stupid or something. What app works with the ufiles? notepad is ok but it looks weird in some places.
Also, how do you instert the code once you found it? summon.chaosut or something?
I can't find it in the help files...
Try write. or use UE. The commands have to be typed in the game console section (defaults to the ~ key)
Back to weapons.......what about the Karma Engine???
Posted: Sun Aug 01, 2004 5:37 am
by d3u5_3x_m4ch1n4
Weapons such as nunchaku and flails may not be as hard as you think. If the handle were controlled by a player animation, but the weapon 'head' were controlled by Karma, it would make for a reasonable effect. Perhaps a collision detection system could be implemented to damage the user as well, if the weapon hits him/her. Using Karma for weapons would allow for all sorts of 'soft weapons' (as they are called in martial discipline), such as whips, flails, nunchaku, and any other evil sort of flexible weapon you can think of. Perhaps a 'magic' (or hit-effect) system could be implemented as well, allowing for Flak to be released on Flail impact with a wall. I have spoken.
Re: Back to weapons.......what about the Karma Engine???
Posted: Sun Aug 01, 2004 6:08 am
by chaoskirina
d3u5_3x_m4ch1n4 wrote:Weapons such as nunchaku and flails may not be as hard as you think. If the handle were controlled by a player animation, but the weapon 'head' were controlled by Karma, it would make for a reasonable effect. Perhaps a collision detection system could be implemented to damage the user as well, if the weapon hits him/her. Using Karma for weapons would allow for all sorts of 'soft weapons' (as they are called in martial discipline), such as whips, flails, nunchaku, and any other evil sort of flexible weapon you can think of. Perhaps a 'magic' (or hit-effect) system could be implemented as well, allowing for Flak to be released on Flail impact with a wall. I have spoken.
there is another problem. range of the weps. although that can be taken care of either by reducing speed or attack power.
Posted: Sun Aug 01, 2004 8:18 am
by dark_rusty
Pepito wrote:These arent the code you're looking for

<---Jedi Mind trick in superspeed
lmao
this isnt the code Im looking for
Re: Back to weapons.......what about the Karma Engine???
Posted: Sun Aug 01, 2004 12:42 pm
by neolith
d3u5_3x_m4ch1n4 wrote:Weapons such as nunchaku and flails may not be as hard as you think. If the handle were controlled by a player animation, but the weapon 'head' were controlled by Karma, it would make for a reasonable effect. Perhaps a collision detection system could be implemented to damage the user as well, if the weapon hits him/her. Using Karma for weapons would allow for all sorts of 'soft weapons' (as they are called in martial discipline), such as whips, flails, nunchaku, and any other evil sort of flexible weapon you can think of. Perhaps a 'magic' (or hit-effect) system could be implemented as well, allowing for Flak to be released on Flail impact with a wall. I have spoken.
Karma stuff does not get replicated, it is client side only. So karma weapons are currently not possible.
Posted: Thu Aug 05, 2004 2:29 am
by chaoskirina
i have an idea to put in as a sword and it is for ninja fans. the ninja blade. instead of holding it like a normal katana, have it facing the opposite direction. when attacking forward you can just raise his/her arm and bend his/her wrist. jumping forward is easy. it is like the bastard's jump while in medium stance. plus, seeing as they are smaller, they could be balanced to be a bit faster and a bit stronger than the katana. and i mean a bit! not like 25-50% if that is what you are thinking. more like 10-15%. so there is not a lot of new anims to create for this wep. maybe you guys can do a ninja model for it was well. i mean, you guys have the templeknight and he goes with the templar. you can do either female or male ninja. either is fine!
Posted: Thu Aug 05, 2004 2:48 am
by Kaboodles
Can you make the characters hold each weapon weapon a different way? It just doesn't seem right to have them hold each weapon the exact same way.
Also, fighting with your back completely straight and your legs together doesn't look natural either. Is there anyway to change that, or is that just too much animation work?