________________________________________
This tutorial will explain
how to edit the taunt MOD for your own purposes or MODs. It is fairly simple and won’t take long to
figure out. First, there are a few basic
files that you will need. They are
included in the zip file:
Once you have these basic
files, you’re ready to go.
The first step is to get your
sounds ready and formatted. You can
only use up to 12 sounds in the taunt MOD.
JK requires that your sounds must be wav’s and also must be
specially formatted. First select
several sounds that you want to use. If
you want to use one’s other than what JK has, here are a few good sites:
Once you have your sounds
together, you will need to format them for JK.
JK cannot play sounds that have been edited and saved with a Windows
tool; ie: Sound Recorder. So, in order
to use those sounds, you must use another sound tool. I suggest shareware.com. They
have several free and good sound tools.
I use Awave Audio and Awave Studio.
Next, all you have to do is open your sounds with the program and save
them. Once you have formatted them
(what you just did), you’re ready to go.
Go ahead and open the included items.dat. Scroll to the bottom and you should see this:
goal15 115 0 1000 0x040
taunt 116 1 1 0x122
cog=item_taunt.cog
hotkeyOffset 150 0
99999 0x000
#
=============== #
# MAX Bins
= 199 #
#
=============== #
The line at the top is not needed for this
MOD, I just included it to show you where the taunt goes. Directly below it is the Taunt item. The number after the taunt is the bin
number. It tells what the COG what item
number to activate. If your MOD has
other items after the taunt, you will have to give them a different
number. The two 1’s after the 116 stand
for the min and max. The first one
tells the minimum number of taunts you will always have. The second tells the maximum taunt you can
have. Don’t change either, unless you
intend on making a powerup. In that
case, change the first one to a 0. But
I’m not covering that… The 0x122 is the
flags of the taunt. 0x100 means it is
hotkey-able, the 0x20 means its an item in your list, and the 0x2 means you
always have it, like a fieldlight.
Change whatever is necessary for your MOD, then close items.dat.
\
In this step, we’ll be
creating and editing the actual taunt.
First open up the taunt.cog. It
will look like this at the top:
# Jedi Knight
Cog Script
#
#
ITEM_TAUNT.COG
#
# Version 3.0
#
# This cog
allows the player to "taunt" another by playing a random sound
# and/or a key
(up to 12). My comments are with the
#. I have
# demonstrated
# in the code
a variety of uses. Some will play just
sounds, others .keys
# and others
will print a jkstrings.ui line.
#
# Created by
[GAD].
#
# Remeber to
make sure that your .key's and .wav's all match up and are in
# the right
place. Also be sure that you edit the
items.dat and the
# jkstrings.ui
to make a hotkey. Also very important:
your sounds must be
# formated for
Jedi Knight. If you used Windows' Sound
Recorder, they # won't
# in Jedi
Knight. You must download or buy an
alternate sound program.
#
# Note on the
Activated message: Open up your sounds and find the length
# of the each
one. Edit the "Send Pulse"
command for each Rval by
# replacing
# the existing
number w/ the length of each sound.
#
# Happy
Taunting :)
# Feel free to
use; but include my name: Lt Grant
#
# This Cog is
Not supported by LucasArts Entertainment Co
symbols
thing player
vector randVec local
# Here are the
taunt sounds; replace the names with yours.
sound taunt1=taunt01.wav local
sound taunt2=taunt02.wav local
sound taunt3=taunt03.wav local
sound taunt4=taunt04.wav local
sound taunt5=taunt05.wav local
sound taunt6=taunt06.wav local
sound taunt7=taunt01.wav local
sound taunt8=taunt02.wav local
sound taunt9=taunt03.wav local
sound taunt10=taunt04.wav local
sound taunt11=taunt05.wav local
sound taunt12=taunt06.wav local
# Here are the
.key's; repalce the names with yours.
keyframe key1=kyrepel.key local
keyframe key2=kyfpull0.key local
keyframe key3=kygrip0.key local
message activated
message pulse
message selected
code
activated:
player = GetSourceRef();
{
rval = Rand();
if(rval < 0.08)
{
PlayKey(GetLocalPlayerThing(), key1,
2, 32);
sound = PlaySoundThing(taunt1, player, 1, -1, -1, 0x10080);
SetInvActivated(player, 116, 1);
SetPulse(1.63);
}
else
if(rval < 0.16)
{
PlayKey(GetLocalPlayerThing(), key2,
2, 32);
sound = PlaySoundThing(taunt2, player, 1, -1, -1, 0x10080);
SetInvActivated(player, 116, 1);
SetPulse(1.17);
}
The activated message tells the taunt to play a random sound (rval = Rand ( )) and then identifies random numbers ( if(rval < 0.16). DO NOT edit the numbers, it will only mess up your taunt. Inside each number is a series of commands. The first command tells that taunt to play a key. If you don’t want a key played with that sound, then cut out that line. The next line tells it to play a sound. After that is the line that activates the taunt and displays the BM ( the taunt icon) in your upper right-hand corner. And finally, the last line sets a pulse, telling it how long to last. First, if necessary, change the key name (key1, key2, etc) and/or the sound name (taunt1, taunt2, etc) to whatever is needed. Don’t change the name to what the sound or key actually is, but to what it is identified as in the symbols section. Then, if you changed the ll6 to a different number in the items.dat, change the 116 in the next line to whatever. Finally, is the SetPulse message. This is important. First, open up your sound that corresponds to ‘Taunt1’. Find out how long the sound is and replace whatever number is in the SetPulse message to the length of the sound. Do this for all sounds, making sure that they correspond to the right name. Once you have edited all of the command lines, close the COG.
Step
4:Adding a HotKey
Once you are done with the cog, open up jkstrings.ui. Scroll down until you see a list of items and keys like this:
"ACTIVATE6" 0 "Force Blinding"
"ACTIVATE7" 0 "Force Absorb"
"ACTIVATE8" 0 "Force Protection"
"ACTIVATE9" 0 "Force Throw"
"ACTIVATE10" 0 "Force Grip"
"ACTIVATE11" 0 "Force Lightning"
"ACTIVATE12" 0 "Force Destruction"
"ACTIVATE13" 0 "Force Deadlysight"
"ACTIVATE14" 0 "Bacta Tank"
"ACTIVATE15" 0 "IR Goggles"
"ACTIVATE16" 0 "Field Light"
"ACTIVATE17" 0 "Taunt Item"
### ACTIVATExx bins up to ACTIVATE31 are available
for user defined Hotkeys.
### In items.dat, the script for the 'xx'th
item with the hotkey flag 0x100 will be bound.
This section defines hotkeys. The very last one should be the taunt item. Rename taunt item to whatever you want. That’s all!!
Section
5: Tips
When editing your taunt mod, there are several things to keep in mind:
· Keep your sounds short. In multiplayer, long sounds can slowdown gameplay.
· Keep your keys short also. If you choose to use keys, playing a long one can lower your saber and keep you defensless.
· YOU AND YOUR FELLOW PLAYER MUST ALL HAVE THE SAME SOUND IN MULTIPLAYER. If you don’t all have them, you won’t hear your opponents’ sounds during game play.
· YOUR SOUNDS MUST BE JK FORMATTED. If they aren’t, you will hear a clikcking sound instead.
That’s all! If you are really stuck, you can e-mail me at mailto:ltgrant5@juno.com. If you would like to use my Taunt in your own MOD, e-mail me. I’ll always let you, but just ask first. THANKS.
Copyrights
Jedi Knight, Copyright, LucasArts
Entertainment Company LLC. All rights reserved.