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Star wars jedi knight jedi academy mods nexus
Star wars jedi knight jedi academy mods nexus







star wars jedi knight jedi academy mods nexus
  1. STAR WARS JEDI KNIGHT JEDI ACADEMY MODS NEXUS MOD
  2. STAR WARS JEDI KNIGHT JEDI ACADEMY MODS NEXUS CODE

  • Created by eezstreet to give more control over NPC AI.
  • A 2D minimap is also loaded from minimaps/mapname.mmap. Giving NPCs and misc_radar_icon entities the icon key will set a custom icon.
  • The radar system from Siege in MP now works in SP.
  • Recommend set to 120 if using first person lightsaber. You can turn it on for guns with cg_trueguns and turn it on for sabers with cg_fpls or through the menu.
  • As seen in Open Jedi Project and all the other mods that used it, TrueView shows the player model in first person view.
  • This was to be compatible with the katarn saber style (listed below) - this was restored to alt attack to work with all styles like before.
  • The DC-15A clone rifle (made by Pahricida), DC-15S clone blaster (Made by AshuraDX and Som3) and E-5 droid blaster (made by KhorneSyrup) have also been added.
  • More usable weapons The tusken rifle and noghri stick are fully usable by the player.
  • While the E-Web is equipped, the player moves more slowly.
  • Detachable E-Web The player can detach an E-Web from its mount by pressing the Use Force button whilst using it.
  • Ghoul2 view models First person view weapon models are now allowed to use.
  • If you enter “newPlayerTint 0 ”, any shader stages for the player with “rgbGen lightingDiffuseEntity 0” will be tinted to this color rather than the usual.
  • (Unused) Playermodels are able to have multiple tints.
  • Allows for bunny hopping and less "slide" effect when moving.

    star wars jedi knight jedi academy mods nexus

    Maps now load entities from mapentities/mapname.eent in addition to loading them from the.The /spawn command now supports entity keys, e.g.Adds an RGB slider option to all player species.NPCs can have heads set using the playerHeadModel and customHeadSkin commands in their. headswap files in the sp_custom.pk3 for examples. Several new heads are available for the human male and human female species.Currently broken, default is right hip for now.

    star wars jedi knight jedi academy mods nexus

    sab file specifies where a hilt will be holstered. A tag_holsterorigin can be added to a hilt for better placement. Lightsabers are now holstered on the belt when not in use.Use the command g_UseIdleAnims 0 to disable them.If that little twirl of the saber that you do in SP when activating it bothered you, you can now disable it to be more like MP with g_noIgniteTwirl 1.A custom ignition flare can be specified for a lightsaber with "ignitionFlare " in the. A lightsaber ignition flare can be enabled in the console by setting cg_ignitionFlare to 1.This is on by default, allows for more vibrant and high quality saber blades. SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1.Higher blade numbers are set with saberColorRGB2, saber2ColorRGB3, etc. If you want to set one sabercolor for base and one for this mod, you can set the sabercolor of the NPC or lightsaber to the base value, and sabercolorRGB to the RGB value for this mod.

    STAR WARS JEDI KNIGHT JEDI ACADEMY MODS NEXUS CODE

    It is possible to set the sabercolors of NPCs by setting their sabercolor to a hex code in the. These can be set in the menus or by setting the sabercolor to a hex code in the console - for example " sabercolor 1 xff0000" will set the first lightsaber blade to be red.It also uses Open Jedi Project code for TrueView. It's based on OpenJK (so the code is released under the GPL and available at ) and a slightly modified version (for SP) of AJL's SFX Saber code. please see JKHub's big list of recommended mods.

    star wars jedi knight jedi academy mods nexus

    If you are interested in helping with the project, check our forum.įor more improvement mods like HD textures, fonts, models, etc. We release when we feel there's big enough of a change or addition. This was intended to be an even bigger collection of mods that improve it, and with many more features, but progress is slow. This is for new or old players who want to play through the single player story of Jedi Academy with some enhancements and new features without completely overhauling the core vision of the game.

    STAR WARS JEDI KNIGHT JEDI ACADEMY MODS NEXUS MOD

    Jedi Academy: Enhanced is a mod for Jedi Academy Single Player which adds features and improvements to the core experience of the base game like RGB sabers, saber customization, saber holstering, new force powers, some extra character customization options using “head swapping”, optionally allows you to use AJL's SFX Sabers, and more.









    Star wars jedi knight jedi academy mods nexus