By Chrono
Date: 10-01-2003
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Jedi Academy Modification
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Jedi Knight: Racer
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Creator(s): M. Chrono, ShroomDuck
Testers: Rhadamanthus, Polo, AmosMagee, ShroomDuck, pcmacman, Griswald, Arrghman, Lord_Griever, Zathu
FileSize: 10MB
Filename: jkracingmod.zip
Included Files: jkr_tatooine (test map), and jkrmods, plus my tutorial on adding vehicles into the game, which can be found on jk3files.com.
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By now, you're wondering, what is this?! Simple! It's the beginning of the modding of Jedi Academy! Included you'll find the first of many JKR maps I hope to release. These are racing themed maps which use the swoop bikes as racing mediums. The tutorial map, jkr_tatooine, is just to get you used to what you should expect. The other ones will be released in due time over the course of the next few months. I encourage everyone to read the tutorial and make your own JKR maps! Let's dwarf Hydroball in popularity here!
Install the PK3 into the base directory like you would anything else. You can put the tutorial anywhere you want. The map, as it is, starts out with 4 swoops (that I coded myself) that are racing modified. Enjoy it, it oughta be fun! ^_^
With the current mapping tools coding respawning of vehicles isn't possible, but if you need to spawn more because they've all exploded, or whatever the case, then just restart the map. Or, if you enable cheats with the map ... /devmap jkr_tatooine ... you can easily spawn more vehicles by typing: /npc spawn vehicle swoop_racerX ... where X = 1-4.
Note: There are some minor bugs in the map, but this isn't meant to be a full-blown scripted JKR map (that will come later after the SDK is released). For now, just enjoy the mod!
- Chrono
This mod is not supported by LucasArts or RavenGames. Jedi Knight: Racing is a trademark of Chrono, logo design by ShroomDuck. This mod is not to be used as a base for other mods without consent of the original author(s).