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Objects to use with Telekensis
Posted: Sat Nov 15, 2008 10:56 pm
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/
Posted: Sat Nov 15, 2008 11:58 pm
by Atrux Nuro
Would be cool for training.
Posted: Sun Nov 16, 2008 1:10 am
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.
Posted: Sun Nov 16, 2008 2:34 am
by Yrael Grekkis
I love the increase of Telekinesis knowledge as of lately

I am game for the idea!
Posted: Sun Nov 16, 2008 3:54 am
by Gabe Alkorda
Ummm... pretty sure that's awesome.
Posted: Sun Nov 16, 2008 6:46 am
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::
Posted: Sun Nov 16, 2008 7:26 am
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?
Posted: Sun Nov 16, 2008 9:39 am
by Moza Ferorn
Glad you all like it

Posted: Sun Nov 16, 2008 11:41 am
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
Posted: Sun Nov 16, 2008 11:45 am
by Moza Ferorn
My suggestion: Dont spawn the falcon. Lol its huge and you can walk through it
Posted: Sun Nov 16, 2008 1:03 pm
by Gabe Alkorda
So... basically the Force Unleashed now has absolutely NOTHING on RPMod. Heck freaking yes.
Posted: Sun Nov 16, 2008 1:09 pm
by Moza Ferorn
LOL Gabe. People have said that on teh server all morning.
Posted: Sun Nov 16, 2008 1:59 pm
by Yrael Grekkis
::Cough-maps-Cough::
Posted: Mon Nov 17, 2008 12:33 am
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?
Posted: Mon Nov 17, 2008 8:19 am
by Aayla Vigil
Did you try them? They are solid entities, except for the falcon and the largest crate.
You don't need to recieve hp damage to pretend it hurts.