![]() 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. 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. 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. I surprised nobody done it before.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. I used this tutorial to learn how to modify entities. Thanks to ghost for writing it.Īctually adding maps to mission selection menu was relatively easy. Just menu modding and map entity modding. But curently i havent done this yet.Īnd yes, no code hacking required. So adjusting this parameters in the map's entities and in the menu, it is possible to give players ability to play all missions before you go to the academy. Main story maps (like vjun or hoth) just set "storyinfo" to specific value. You can change required value for the specific button in menu file.Įach map you play during this filler parts of the game raising "storyinfo" by 1. You see there is a cvar in the game that is called "storyinfo".īased on this cvar's value victory menu show you buttons to proceed to specific maps. I haven't tested it yet, but im 99% sure it would work. ![]() In future I want to expand this number, so you can play all mission you want before going to Vjun."Īctually i know how to allow player play more than 5 missions on each tier. You can choose any mission you like, but after 5th, Kyle will force you to go to academy. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™Īs stated im my reame file: "Currently you can still play only 5 missions between Hoth and Vjun. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. ![]() THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. To see full credits and changes read "ReadMe" file within the archive. You just get the one force power raise that you've chosen at the beginning of the map, just like in the basic JKA SP missions. I modified the maps so now your force powers aren't set to specific value when you play the map. It seemed to be logical, because in the original maps, the force power levels of the players was set to be somewhere around 2. The maps were added smoothly into the original game and are selectable on the second mission screen (between Hoth and Vjun). Maps were used with permission from their respective authors. I also added some little story info for menu, and recorded some additional voicover with Ivona reader.Ĭurrently only two mission are added, "Crash on Tatooine" by Mercenary, and "Operation: Spaceport" by Michael May. So I created a version of some cool SP maps that is integrated in the game's mission selection screen. Over a time mod makers created some really great levels for JKA.īut loading them through bat file or console always seemed to me as big immersion breaker. ![]()
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