Mr. Chopper Posted March 7, 2004 Share Posted March 7, 2004 Problem: I place an NPC Stormtrooper in my map. He stands still, just turns around and shoots at me. I place a reborn NPC in the same map, and he jumps around, and moves and chases me and stuff. I want the Stormtrooper to do the same thing. I should probably also mention I made a script for the NPC that I think might work, but have absolutely no idea how to make it and the NPC interact. Solution: __________________________________ Link to comment Share on other sites More sharing options...
Mercenary Posted March 7, 2004 Share Posted March 7, 2004 I answered your thread on map-center, certain NPCs need a network of waypoints with point_combats to move around and fight. Some NPCs won't move around at all without a script. Ford Dye posted a complete tutorial on map-center. Link to comment Share on other sites More sharing options...
Mr. Chopper Posted March 7, 2004 Author Share Posted March 7, 2004 You're right, he did.... and I already have a script. But I don't know how to make it interact with the stormtrooper npc.... that's my problem right now. Though I probably missed it, I didn't see in the tutorial any examples of linking scripts to npc's. Link to comment Share on other sites More sharing options...
Mr. Chopper Posted March 7, 2004 Author Share Posted March 7, 2004 Ok, progress. I got the script written, and I think/hope it'll work for the npc.... here it is. flush ( ); affect ( "hyttrooper", /*@AFFECT_TYPE*/ FLUSH ) { set ( "set_walking", "true" ); set ( "set_behaviorstate", "bs_default" ); set ( "set_chase_enemies", "true" ); set ( "set_look_for_enemies", "true" ); } I don't think it's working, so either my code is bad, or it's STILL not talking to the NPC. Link to comment Share on other sites More sharing options...
lassev Posted March 7, 2004 Share Posted March 7, 2004 Actually I think all of the commands in your script belong to the default "personality" of stormtroopers. Although you might get better results with running than by walking. To use that script, you gotta give the NPCs a spawnscript (or affect them later). If you use it as a spawnscript, you don't need the affect command in your script. To give a spawnscript, type in the entity properties: spawnscript mymapname/spawnscriptname Don't add the .ibi to the end of the file name in Radiant entity properties, even if it's a part of the compiled script name. That path of course assumes the script is located in a subfolder named after your map in the scripts folder. More critical than that next to useless script are however, as Mercenary mentioned, the point_combats (locations the STs will use as optimal hiding / shooting places) and a waypoint networks connecting the point_combats to each other (or any two or more places for that matter). Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted March 8, 2004 Share Posted March 8, 2004 Ford Dye posted a complete tutorial on map-center I don't know if this is another forum or what it is, but if someone could let me have the link to that I would be very grateful Link to comment Share on other sites More sharing options...
Mercenary Posted March 8, 2004 Share Posted March 8, 2004 Raven and Jesterspaz of Raven Software posted a lot of sticky threads explaining all kinds of editing stuff related to JA. There are a few professionals who are regulars on map-center forums. http://www.map-center.com/ Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted March 8, 2004 Share Posted March 8, 2004 Thanks That could be a source of further research instead of me annoying people on either forum, just search and stuff. *points to him* He was helpful and I asked him for the link, he wasn't advertising. Really, thank you Link to comment Share on other sites More sharing options...
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