jon_hill987 Posted February 22, 2004 Share Posted February 22, 2004 I was wondering how to make other npc's use the moves that the npc kyle_boss uses, the punches and so forth, i tryed using the kyle bos .npc file with a differant model and name it made a new npc but did not do the punches. it would also be good to be able to have the player charictr do that in sp or maybe even mp. any ideas? Link to comment Share on other sites More sharing options...
ronbrothers Posted February 25, 2004 Share Posted February 25, 2004 Not sure if this is the solution, but have you tried making your npc "kyle" class? Link to comment Share on other sites More sharing options...
Tinny Posted February 25, 2004 Share Posted February 25, 2004 thats not going to do anything as even the normal kyle has class_kyle, i think it has to do with the snd things near the bottom of the npc file. Link to comment Share on other sites More sharing options...
jon_hill987 Posted February 25, 2004 Author Share Posted February 25, 2004 I did use the kyle class I assumed that was what did it, I'm thinking now that only the kyle model has that animation. don't the snd bits just tell it what sounds to use? Link to comment Share on other sites More sharing options...
Tinny Posted February 25, 2004 Share Posted February 25, 2004 right right, ignore what i said. but i don't think the grapples are kyle model specific moves, because a player can do it with gdebugmelee on right? Link to comment Share on other sites More sharing options...
jon_hill987 Posted February 25, 2004 Author Share Posted February 25, 2004 I think you are right about it not being model specific, it didn't even work with the kyle model, I dunno whats going on. how do you use that graple thing by the way, is it: helpusobi 1 gdebugmelee 1 in the console? Link to comment Share on other sites More sharing options...
Tinny Posted February 27, 2004 Share Posted February 27, 2004 yeah and then type in give weaponnum 14 to get fists, (or just type in iknowkungfu but it sets all force powers to level 3). once you have fists up, you can press secondary + primary fire, forward + secondary + primary fire, or back + secondary + primary fire to do 3 different grapple moves on opponents while next to them Link to comment Share on other sites More sharing options...
Sarafan Raziel Posted February 27, 2004 Share Posted February 27, 2004 To do the kungfu moves isn't that difficult. The question is: how to pull someones lightsaber from his hand? I've never managed to do this, even when I set playermodel desann or playermodel kyle_boss. If anyone could tell how to do this I would be greatful. Link to comment Share on other sites More sharing options...
razorace Posted February 28, 2004 Share Posted February 28, 2004 in MP? As far as I know, you don't. Link to comment Share on other sites More sharing options...
Azrael666 Posted February 29, 2004 Share Posted February 29, 2004 I found that you can make new npcs do the shadowtrooper cloak effect if you enter then imto the existing shadowtrooper.npc file, calling the new npc 'shadowtrooper3'. Prehaps putting a new npc in kyle.npc as kyle_boss2 will work? Might not and its not ideal all the same. I think you can set saber characteristics to use the grabs instead of the katas in the .sab file, so making a custom saber and giving it to the npc might work. Link to comment Share on other sites More sharing options...
jon_hill987 Posted March 10, 2004 Author Share Posted March 10, 2004 I had a look in the .sab files but didn't see anything obvious, do you know what to put in?. it would be fun using a saber like that in sp. gdebugmelee was fun by the way, thanx for all your sugestions. Link to comment Share on other sites More sharing options...
ronbrothers Posted March 12, 2004 Share Posted March 12, 2004 I've done some research and I think the boss moves are hardcoded into the kyle ai. Link to comment Share on other sites More sharing options...
jon_hill987 Posted March 12, 2004 Author Share Posted March 12, 2004 as sugested by Azrael666 I tried to make a new .sab file, to make a saber that used the graples instead of the other katathingy moves. I have two problems 1 I dont know what i need to put in the sab file to make it use the graples ( though I asumed it is something like, saberStyle graple) 2 i got this error when i tryed to make another one ayway and loaded up the game. ERROR: filename length > MAX_QPATH ( strlen(Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/saber/ext_data/) = 83) I used winzip to make the pk3 and havent had that problem before. any ideas? Link to comment Share on other sites More sharing options...
razorace Posted March 13, 2004 Share Posted March 13, 2004 When you create the pk3, you only want the file structure in relation to the base directory. In this case, the files should be stored in the directory "ext_data/sabers" inside your pk3 file. Link to comment Share on other sites More sharing options...
jon_hill987 Posted March 13, 2004 Author Share Posted March 13, 2004 I thought that was what I did. this is a screen shot of it in win zip. Link to comment Share on other sites More sharing options...
jon_hill987 Posted March 13, 2004 Author Share Posted March 13, 2004 Originally posted by Azrael666 I think you can set saber characteristics to use the grabs instead of the katas in the .sab file, so making a custom saber and giving it to the npc might work. Does anyone know how do do this? I'm trying to make my own saber at the moment anyway I was thinking maybe if the player had their saber set to use the grabs they could do it without gdebugmelee. Link to comment Share on other sites More sharing options...
jon_hill987 Posted March 25, 2004 Author Share Posted March 25, 2004 Well I made my saber, can't get the kyle boss moves for it. I think you might have to replace the kata move with one of these but dont know which one, could someone tell me what all these attacks are please. LS_A_TL2BR LS_A_L2R LS_A_BL2TR LS_A_BR2TL LS_A_R2L LS_A_TR2BL LS_A_T2B LS_A_BACKSTAB LS_A_BACK LS_A_BACK_CR LS_ROLL_STAB LS_A_LUNGE LS_A_JUMP_T__B_ LS_A_FLIP_STAB LS_A_FLIP_SLASH LS_JUMPATTACK_DUAL LS_JUMPATTACK_ARIAL_LEFT LS_JUMPATTACK_ARIAL_RIGHT LS_JUMPATTACK_CART_LEFT LS_JUMPATTACK_CART_RIGHT LS_JUMPATTACK_STAFF_LEFT LS_JUMPATTACK_STAFF_RIGHT LS_BUTTERFLY_LEFT LS_BUTTERFLY_RIGHT LS_A_BACKFLIP_ATK LS_SPINATTACK_DUAL LS_SPINATTACK LS_LEAP_ATTACK LS_SWOOP_ATTACK_RIGHT LS_SWOOP_ATTACK_LEFT LS_TAUNTAUN_ATTACK_RIGHT LS_TAUNTAUN_ATTACK_LEFT LS_KICK_F LS_KICK_B LS_KICK_R LS_KICK_L LS_KICK_S LS_KICK_BF LS_KICK_RL LS_KICK_F_AIR LS_KICK_B_AIR LS_KICK_R_AIR LS_KICK_L_AIR LS_STABDOWN LS_STABDOWN_STAFF LS_STABDOWN_DUAL LS_DUAL_SPIN_PROTECT LS_STAFF_SOULCAL LS_A1_SPECIAL LS_A2_SPECIAL LS_A3_SPECIAL LS_UPSIDE_DOWN_ATTACK LS_PULL_ATTACK_STAB LS_PULL_ATTACK_SWING LS_SPINATTACK_ALORA LS_DUAL_FB LS_DUAL_LR LS_HILT_BASH I guessed some of them but havent a clue what some of them mean. Link to comment Share on other sites More sharing options...
Tinny Posted March 26, 2004 Share Posted March 26, 2004 try replacing it with the LS_HILT_BASH Link to comment Share on other sites More sharing options...
studman0201 Posted June 4, 2004 Share Posted June 4, 2004 LS_A1_SPECIAL etc. are the katas Therefore whatever you are doin, I have not the clue, you would use those for the katas. I am going to try out and make a kyle_boss, with new model, I will tell you if it works Link to comment Share on other sites More sharing options...
studman0201 Posted June 4, 2004 Share Posted June 4, 2004 not sure what your trying to do, but I made an npc named Boda code below: boda { playerModel yoda customSkin blue saber kyle_boss saberColor purple weapon WP_SABER FP_HEAL 2 FP_LEVITATION 3 FP_SPEED 3 FP_PUSH 0 FP_PULL 0 FP_TELEPATHY 0 FP_GRIP 0 FP_LIGHTNING 0 FP_RAGE 0 FP_PROTECT 0 FP_ABSORB 0 FP_DRAIN 0 FP_SEE 0 FP_SABERTHROW 0 FP_SABER_DEFENSE 3 FP_SABER_OFFENSE 3 rank ltcomm reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 hfov 120 vfov 120 playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY class CLASS_KYLE snd yoda sndcombat yoda sndjedi yoda scale 45 yawSpeed 180 walkSpeed 75 runSpeed 250 health 300 dismemberProbHead 50 dismemberProbArms 50 dismemberProbLegs 50 dismemberProbHands 50 dismemberProbWaist 50 } Afterwards I tested it and compared his abilities with kyle_boss, they seem identical, I am not sure what you mean by grapple as well. Do you mean saberlocks? I tested a few and in 2 of 5 saber locks tested my saber was knocked from hand and Ever time I attacked both kyle_boss and boda while in their ready stances my saber was knocked away. Also I brought in a maul npc I created and eventually his saber was knocked away as well as broken by boda. Though if your talking about grappling in a melee sense I noted none such behavior, except for kicking no matter what sabers I have been giving my npc's including new saber files using new hilts they have the ability to kick. I have a Count Dooku who loves to kick the most. I will show code and saber code: NPC: dooku { playerModel gl_dooku saber dooku saberColor red weapon WP_SABER saberStyle 3 FP_HEAL 2 FP_LEVITATION 3 FP_SPEED 3 FP_PUSH 3 FP_PULL 0 FP_TELEPATHY 0 FP_GRIP 3 FP_LIGHTNING 3 FP_RAGE 0 FP_PROTECT 0 FP_ABSORB 0 FP_DRAIN 0 FP_SEE 0 FP_SABERTHROW 0 FP_SABER_DEFENSE 3 FP_SABER_OFFENSE 3 rank ltcomm reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 hfov 120 vfov 120 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_DESANN snd gl_dooku sndcombat gl_dooku sndjedi gl_dooku scale 110 yawSpeed 180 walkSpeed 75 runSpeed 250 health 300 dismemberProbHead 50 dismemberProbArms 50 dismemberProbLegs 50 dismemberProbHands 50 dismemberProbWaist 100 } Saber: dooku { name @MENUS_SINGLE_HILT4 saberType SABER_SINGLE saberModel "models/weapons2/dooku/dooku.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor random } Link to comment Share on other sites More sharing options...
skew Posted June 6, 2004 Share Posted June 6, 2004 If you want to find out what a certain move actually is, look up the animation for it within the code and then view that animation sequence on any humanoid skeleton via ModView. For example, I want to see what LS_JUMPATTACK_DUAL is. I search for that within the code and locate this line in bg_saber.c: {"DualJump Atk", BOTH_JUMPATTACK6, Q_R, Q_BL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1_BL_TR, 200 }, // LS_JUMPATTACK_DUAL Now I will open up ModView, open any of the humanoid skeleton files, select, and finally play that specific animation, which happens to be BOTH_JUMPATTACK6. EDIT: Obviously some of the moves may not be for humanoids, but searching through the code, loading up the relevant skeleton, and viewing the animation still stands. Link to comment Share on other sites More sharing options...
studman0201 Posted June 7, 2004 Share Posted June 7, 2004 Ok also the pull saber away thing I located in the anims.h which explains how it actually happened. BOTH_LOSE_SABER, //# player losing saber (pulled from hand by force pull 4 - Kyle?) this line is the animation used when the saber is pulled from your hand, it states with use of force pull 4 and kyle? That is interesting as I have played with all force at 5 and I can never perform that, maybe the players cannot have force 4 or 5 and therefore any model with it will lose it when put under player control. This shows there are 5 levels(from npc readme) FP_PUSH 0 - force push level (0-5) So that is my guess on the saber move someone was wondering about above. Link to comment Share on other sites More sharing options...
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