Shifter's back!
United Gamers :: ]->UnitedGamers :: Bar
Page 1 of 2 • Share •
Page 1 of 2 • 1, 2 
Shifter's back!
Well, hi all members of the UG community!
I'm back in jk2 (Only because Kamy begged me
) and I'm really looking forward to play with all of our new guild members!
I've also (Finally) begun studying JK2 modding and from now on and until a distant future I will be working with the coding! Hopefully one day I will have my very own mod witch I'm going to call "ShiftMod"
I think it sounds catchy
It'll hopefully end up containing: Mapmodding features, basic admin cmd's (Like the ones in dcmod etc.), custom admin cmd's coded by myself, emotes, triggers and so on
I will also be working with Kamy to make what started as Shifter's Triggerpack, but now have turned into Shifter's and Kamy's triggerpack for both FFF Mod and DcMod
These triggerpacks will be updated every once in a while (Atm= v1.1 for DcMod and v1.0 for FFF Mod) and if you want me to "Trig" a map then just send me the name and dl link for the map
One day the triggerpacks might go public, but for now UG will be the only ones to use the DcMod triggerpack and mantA the only one (If interrested) for FFF Mod 
I'm currently in: [DARK]
Skill level: Rusty
I can also do a slightly bit of skinning
Cya in game !~Shifter/Zero/Trigger~!
|~*-}{UG}{-*~| - Uniting Gamers since 2010 (Y)
I'm back in jk2 (Only because Kamy begged me
) and I'm really looking forward to play with all of our new guild members!I've also (Finally) begun studying JK2 modding and from now on and until a distant future I will be working with the coding! Hopefully one day I will have my very own mod witch I'm going to call "ShiftMod"
It'll hopefully end up containing: Mapmodding features, basic admin cmd's (Like the ones in dcmod etc.), custom admin cmd's coded by myself, emotes, triggers and so on
I will also be working with Kamy to make what started as Shifter's Triggerpack, but now have turned into Shifter's and Kamy's triggerpack for both FFF Mod and DcMod 
I'm currently in: [DARK]
Skill level: Rusty
I can also do a slightly bit of skinning
Cya in game !~Shifter/Zero/Trigger~!
|~*-}{UG}{-*~| - Uniting Gamers since 2010 (Y)
_________________
Shifter- UG Leaders/Founders

-
212
Age: 15
Re: Shifter's back!
Welcome back ^.^! im new to the guild =] nice to meet ya! i met you on SoL today tho i was kinda busy messing around xD im SoL Ichigo/Jawa KingZor xD

Shinigami-
1
Age: 21
Re: Shifter's back!
Shifter Shifter shifter......
It was me who Asked kam to beg for you to come back i know it sounds odd coming from me since we never got on very well and it was understandable to say
But Like i said i run things from a different petition of view 
Welcome Back Bro. Glad to Have you Back Denmarken. I hope to see you soon i guess the server will be up ATM: Tomorrow.
So Good Night to you get some rest because you will need it And Good Luck And Your Mod. Cya Soon Old Enemy.
~W.C
It was me who Asked kam to beg for you to come back i know it sounds odd coming from me since we never got on very well and it was understandable to say
Welcome Back Bro. Glad to Have you Back Denmarken. I hope to see you soon i guess the server will be up ATM: Tomorrow.
So Good Night to you get some rest because you will need it And Good Luck And Your Mod. Cya Soon Old Enemy.
~W.C
_________________


Manufacturer:Hewlett-Packard Processor:AMD E-350 Processor (2 CPUs), ~1.8GHz
Memory:4096MB RAM Hard Drive:499GB Video Card:AMD Radeon HD 6300 series Graphics (2GB)

GRΣΣK/Mick- UG Leaders/Founders

-
646
Age: 17
Re: Shifter's back!
Welcome back zerO!!!Never meet you but from now you are a new friend for me ^.^

Rex-
30
Age: 13
Re: Shifter's back!
Same,I v seen you around dark though. Welcome back
Lightning- UG Leaders/Founders

150
Re: Shifter's back!
And what's the problem with DARK my friend
? Mick says that this is only a guild now, so I'm allowed to be in [DARK] 
_________________
Shifter- UG Leaders/Founders

-
212
Age: 15
Re: Shifter's back!
yea this is guild now 
_________________
~Server Administrator~
~High Council member of the UG~
If you want talk with me. Please add me! and my xfire is frostyfrostlove
~Dark Side is my destiny~
~Light Side is my enemy~


[align=center]Make your own dynamic tag cloud[/align]
Re: Shifter's back!
Is it okay if I post updates made to my mod in this post xD? Anyways
Today I've learned how to make emotes
Experimenting with freezing one frame emotes like /amsit and also making longer framed emotes like /ampunch
Tell me if there's any emote you would like in the mod
(If I don't figure out how to make them I won't make them, but in most cases I'll try my best
)
(If I don't figure out how to make them I won't make them, but in most cases I'll try my best
)_________________
Shifter- UG Leaders/Founders

-
212
Age: 15
Re: Shifter's back!
Hey zeee sup dude. Long time no see guys, just a question, zee, what sourcecode do you use as a basecode to work on your mod ? I think if you are working on emotes, we likely are on the same problem how to freeze the amsit emote until you unemote yoirself. Problem is that i couldnt manage to do a proper freezed sitting emote, maybe you can help me out with that thing if you have figured out. I ve tried with the noclip animation which it is buggy, sit emote plus noclip move plus disallow movement buttons helped alot in the beginning but if you got kicked, you got moved to an other positon , called knockback. But hmmmm is there any proper way ? I got so many ideas how i could try but damn some domt work...
mantA-
103
Age: 21
Re: Shifter's back!
Well
The basejk sourcecode I found at jk2files
In your g_active.c you go down to what (In my g_active atm) is around line 1082
Does your lines: 1082 to 1087 look like this:
if ( client->noclip ) {
client->ps.pm_type = PM_NOCLIP;
} else if ( client->ps.eFlags & EF_DISINTEGRATION ) {
client->ps.pm_type = PM_NOCLIP;
} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
client->ps.pm_type = PM_DEAD;
}
?
That's the noclip thingy I supose
Right underneath it you should add something like:
else if ( client->sess.freeze ) {
client->ps.pm_type = PM_FREEZE;
}
? Line 1082 to 1091 (As an example) should now look like this:
if ( client->noclip ) {
client->ps.pm_type = PM_NOCLIP;
} else if ( client->ps.eFlags & EF_DISINTEGRATION ) {
client->ps.pm_type = PM_NOCLIP;
} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
client->ps.pm_type = PM_DEAD;
} else if ( client->sess.freeze ) {
client->ps.pm_type = PM_FREEZE;
} else {
if (client->ps.forceGripChangeMovetype)
And then it continues with the forceGripChangeMove **** after?
I just added the forcegrip in this example to give you the idéa of the location (It should be written already) of were exactly you should put it
Now in g_cmds.c my sit cmd starts around line 355 (You just add it wereever yours are located
) and goes like this:
/*
==================
Cmd_sit
CMD Family: Emotes
Sit animation (This top part is just to keep them in order to make it easier for me to reconize them
)
==================
*/
void Cmd_sit (gentity_t *ent)
{
if ( ent->client->sess.freeze )
{
ent->client->sess.freeze = 0;
}
else
{
StandardSetBodyAnim(ent, BOTH_SIT2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
ent->client->sess.freeze = 1;
}
}
Now you scroll WAY DOWN
Almost the bottom I think
To something looking like this (The functions?):
else if (Q_stricmp (cmd, "notarget") == 0)
Cmd_Notarget_f (ent);
else if (Q_stricmp (cmd, "noclip") == 0)
Cmd_Noclip_f (ent);
Then right underneath the one about godmode you put this code:
else if (Q_stricmp (cmd , "amsit") == 0)
Cmd_sit (ent);
So now it should like this:
else if (Q_stricmp (cmd, "god") == 0)
Cmd_God_f (ent);
else if (Q_stricmp (cmd , "amsit") == 0)
Cmd_sit (ent);
Ofc with more cmd's after the sit cmd
You can call it amsit like I've done or something completely different, it's all up to you 
That was how I made my sit animation
(At least as I recall I did it
)
The basejk sourcecode I found at jk2files
In your g_active.c you go down to what (In my g_active atm) is around line 1082 if ( client->noclip ) {
client->ps.pm_type = PM_NOCLIP;
} else if ( client->ps.eFlags & EF_DISINTEGRATION ) {
client->ps.pm_type = PM_NOCLIP;
} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
client->ps.pm_type = PM_DEAD;
}
That's the noclip thingy I supose
else if ( client->sess.freeze ) {
client->ps.pm_type = PM_FREEZE;
}
if ( client->noclip ) {
client->ps.pm_type = PM_NOCLIP;
} else if ( client->ps.eFlags & EF_DISINTEGRATION ) {
client->ps.pm_type = PM_NOCLIP;
} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
client->ps.pm_type = PM_DEAD;
} else if ( client->sess.freeze ) {
client->ps.pm_type = PM_FREEZE;
} else {
if (client->ps.forceGripChangeMovetype)
And then it continues with the forceGripChangeMove **** after?
) and goes like this:/*
==================
Cmd_sit
CMD Family: Emotes
Sit animation (This top part is just to keep them in order to make it easier for me to reconize them
)==================
*/
void Cmd_sit (gentity_t *ent)
{
if ( ent->client->sess.freeze )
{
ent->client->sess.freeze = 0;
}
else
{
StandardSetBodyAnim(ent, BOTH_SIT2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
ent->client->sess.freeze = 1;
}
}
Now you scroll WAY DOWN
Almost the bottom I think
To something looking like this (The functions?): else if (Q_stricmp (cmd, "notarget") == 0)
Cmd_Notarget_f (ent);
else if (Q_stricmp (cmd, "noclip") == 0)
Cmd_Noclip_f (ent);
Then right underneath the one about godmode you put this code:
else if (Q_stricmp (cmd , "amsit") == 0)
Cmd_sit (ent);
So now it should like this:
else if (Q_stricmp (cmd, "god") == 0)
Cmd_God_f (ent);
else if (Q_stricmp (cmd , "amsit") == 0)
Cmd_sit (ent);
Ofc with more cmd's after the sit cmd
That was how I made my sit animation
)_________________
Shifter- UG Leaders/Founders

-
212
Age: 15
Re: Shifter's back!
As i trid to reconstruct the broken solution it has not something to do much with that one which you have mentioned in the first half of the post.
first i have creatted a cmd named "emote" which just test a cmd for sit emote. it is in the g_cmds.c
ok secondly i went to make a new function called m_DoEmote(int clientNum) and pasted in this function the following thing:
Then i went to the function called "PM_NOclipMOve(void) which is located in the bg_pmove.c.
I looked at the following lines which is th last half of the function.
Before the //accellerate line i pasted the following condition:
This should make myself freeze with noclip with proper animation which also "holds still for me for a longer time" and if you kick his ass, he got knockbacked a few centimeters away until you can kick him into the wall, but it can be fixed with the facekick issue in the active.c by defining the condition there. But actually, it worked for the first time but then i stopped working on it and tried to find an other way with the freeze thing which i have already found. I just need to implement the emote animation list and try to make a proper transition between "pre-emote usage" and "post-emote usage" to prevent abusive usage of emotes, you know, things like "wehr's kickscript+emote" or some **** like "grip,lookdown, sit, sidekick".
first i have creatted a cmd named "emote" which just test a cmd for sit emote. it is in the g_cmds.c
ok secondly i went to make a new function called m_DoEmote(int clientNum) and pasted in this function the following thing:
- Code:
if (ent->client->ps.groundEntityNum == ENTITYNUM_NONE){
return;
}
if ((ent->client->ps.legsAnim&~ANIM_TOGGLEBIT) == BOTH_SIT2)
{
ent->client->sess.usingEmote = 0;
StandardSetBodyAnim(ent, BOTH_SIT2TOSTAND5, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
ent->client->sess.ISfreezed=qfalse;
ent->client->ps.saberCanThrow = qtrue;
ent->client->noclip = qfalse;
}
else
{
ent->client->sess.usingEmote = 1;
ent->client->ps.saberCanThrow = qfalse;
ent->client->sess.ISfreezed=qtrue;
StandardSetBodyAnim(ent, BOTH_SIT2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS);
ent->client->ps.saberMove = LS_NONE;
ent->client->noclip = qtrue;
}
Then i went to the function called "PM_NOclipMOve(void) which is located in the bg_pmove.c.
I looked at the following lines which is th last half of the function.
- Code:
if(!fly->client->sess.usingEmote)//no91
{
// accelerate
scale = PM_CmdScale( &pm->cmd );
if (pm->cmd.buttons & BUTTON_ATTACK) { //turbo boost
scale *= 0.10;
}
if (pm->cmd.buttons & BUTTON_ALT_ATTACK) { //turbo boost
scale *= 10;
}
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
umove = pm->cmd.upmove;//experimental
for (i=0 ; i<3 ; i++)
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
wishvel[2] += pm->cmd.upmove; //experimental
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
PM_Accelerate( wishdir, wishspeed, pm_accelerate );
// move
if(fly->client->sess.flymode)
{
PM_WalkMove( );
}
else
{
VectorMA (pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin);
}
}
Before the //accellerate line i pasted the following condition:
- Code:
if(!fly->client->sess.usingEmote )//no91
{
This should make myself freeze with noclip with proper animation which also "holds still for me for a longer time" and if you kick his ass, he got knockbacked a few centimeters away until you can kick him into the wall, but it can be fixed with the facekick issue in the active.c by defining the condition there. But actually, it worked for the first time but then i stopped working on it and tried to find an other way with the freeze thing which i have already found. I just need to implement the emote animation list and try to make a proper transition between "pre-emote usage" and "post-emote usage" to prevent abusive usage of emotes, you know, things like "wehr's kickscript+emote" or some **** like "grip,lookdown, sit, sidekick".
mantA-
103
Age: 21
Re: Shifter's back!
I technically started modding yesterday ^^' So I'm confused now xD You wanted to freeze an one framed emote like /amsit or did you try to set the emote of a noclip/amfly cmd
?
?_________________
Shifter- UG Leaders/Founders

-
212
Age: 15
Re: Shifter's back!
Well i did but i ve realuzed that there s something wrong in the first quoted code but yeh it is similar to the "amfly" cmd with customized emote animation. What wrong in my pasted code is that i should have set my freezed flag to qtrue instead of qfalse, that s why it didnt froze. :0
mantA-
103
Age: 21
Re: Shifter's back!
Speaking of the /amfly animation
In version 2.89 of your mod? Well, it just screams: WEE I CAN FLY
! It's just a bit childish?
I think it's cool that you can change the animation though, but you should make the WEE I CAN FLY! emote to a less "childish one", but make it one of the amfly emotes you can change to (You showed me that you could change the /amfly emote in game?)
? And also, the other options for /amfly emotes I have in 2.89 except the WEE emote, well... I just don't wanna fly around looking like a dead body xD You could eventually make it to the /amsit animation or another? The sit animation would be a bit like master Yoda flying in his chair
? Just make some other choices than the WEE and the flying around like a dead body?
Would really make the fly much better 
Looking forward to see your explanation on how to make a cmd like term and emp (You would make a quick guide or something like that for me yes?)
! It's just a bit childish? Looking forward to see your explanation on how to make a cmd like term and emp (You would make a quick guide or something like that for me yes?)
_________________
Shifter- UG Leaders/Founders

-
212
Age: 15
Page 1 of 2 • 1, 2 
Similar topics» Hurst shifter
» We Are Back
» Pk2diescape is back up! 317!
» Universe GunZ is back Online
» THEGAME.GR THE LEGEND IS BACK S1 JOIN AND LET THE NOBB SRVS
» We Are Back
» Pk2diescape is back up! 317!
» Universe GunZ is back Online
» THEGAME.GR THE LEGEND IS BACK S1 JOIN AND LET THE NOBB SRVS
United Gamers :: ]->UnitedGamers :: Bar
Page 1 of 2
Permissions in this forum:
You cannot reply to topics in this forum







