Objects to use with Telekensis

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Moza Ferorn
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Objects to use with Telekensis

Post by Moza Ferorn »

Well, I have come across yet another mod that looks interesting. It lets you spawn things that are push/pull/ and gripable. Crates, Ships, etc.
The only down side to this is some of the objects are unclipped. You can walk through them setc.

What do you think?

http://jediknight3.filefront.com/file/T ... tuff;95699

http://www.xfire.com/video/42fb2/
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Atrux Nuro
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Post by Atrux Nuro »

Would be cool for training.
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Kavar Starkiller
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Post by Kavar Starkiller »

I actually have this tucked away in my base. I like it, but the clipping can sort of be an issue and whatnot. Otherwise, yeah, for training reasons and whatnot, I like it.
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Yrael Grekkis
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Post by Yrael Grekkis »

I love the increase of Telekinesis knowledge as of lately ;) I am game for the idea!
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Gabe Alkorda
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Post by Gabe Alkorda »

Ummm... pretty sure that's awesome.
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Aayla Vigil
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Post by Aayla Vigil »

I find this awesome, it could be largely used!!! Not just for training, but also for missions and whatever you can imagine.

On a note, these objects can be spawned, which makes it even more awesome, as a way to interact with the environment by using game mechanics in a clean and easy way!

On a last note, only some of the objects are not properly clipped, the smallest one work perfectly!

::claps to the creator::

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Jared
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Post by Jared »

Yeah this is pretty sweet, and I'm sure the coding could be transferred over to custom object models too. Perhaps we can lump it into the next NPC pack and have it hosted server side?
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Moza Ferorn
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Post by Moza Ferorn »

Glad you all like it :)
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Soh Raun
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Post by Soh Raun »

Good finding.

The PK3 has been uploaded and these movable objects are now available on both servers. We might include them in the NPC pack later, but for the moment you need to download the PK3 to see the objects properly.

For reference, the different objects can be spawned with:

Code: Select all

npc spawn toss_barrel
npc spawn toss_cache
npc spawn toss_cargo_big
npc spawn toss_cargo_sm
npc spawn toss_core
npc spawn toss_crate01
npc spawn toss_crate02
npc spawn toss_crate03
npc spawn toss_crate04
npc spawn toss_bunk
npc spawn toss_heater
npc spawn toss_emod
npc spawn toss_statue01
npc spawn toss_pillarbase
npc spawn toss_table
npc spawn toss_falcon
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Moza Ferorn
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Post by Moza Ferorn »

My suggestion: Dont spawn the falcon. Lol its huge and you can walk through it
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Gabe Alkorda
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Post by Gabe Alkorda »

So... basically the Force Unleashed now has absolutely NOTHING on RPMod. Heck freaking yes.
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Moza Ferorn
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Post by Moza Ferorn »

LOL Gabe. People have said that on teh server all morning.
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Yrael Grekkis
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Post by Yrael Grekkis »

::Cough-maps-Cough::
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Post by Alkur Tekeil »

Frankly, I don't see the point of this.

Fantastic that you can move them around, but if they're not a solid entity in the game, whats the point? You can't smash them into people to do damage, nor can you use them for cover.

Could someone illustrate a useful situation with this sort of setting?
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Aayla Vigil
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Post by Aayla Vigil »

Did you try them? They are solid entities, except for the falcon and the largest crate.
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