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The Indviduals. New recruit mod! Come here to see it!


PrtyLizardJedi

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Hey people! I just had this idea to make a recruit mod that covers all replaceable characters, like Darth Straker did. But even though some people use his mod, I still want to present you the Individuals recruit mod. IT's not ready yet, all the character tga.s aren't even done, but here's what I've got so far

 

http://img.photobucket.com/albums/v287/PrtyLizardJedi/Individuals.jpg

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Originally posted by PrtyLizardJedi

Yes. Each character will have an own dialogue. There's no big plot behind it all like with Darth Straker. BTW, some help with scripts is welcome, since I seem to keep failing with them all the time.

What kind of scripts are you getting stuck with?

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Originally posted by PrtyLizardJedi

Hey people! I just had this idea to make a recruit mod that covers all replaceable characters, like Darth Straker did. But even though some people use his mod, I still want to present you the Individuals recruit mod. IT's not ready yet, all the character tga.s aren't even done, but here's what I've got so far

 

http://img.photobucket.com/albums/v287/PrtyLizardJedi/Individuals.jpg

 

okay Prty you got some decent re-skins there, but im afraid im not too keen on the little symbols on Malak's nose and others heads, sorry :(

 

MattCole

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Originally posted by PrtyLizardJedi

Hey people! I just had this idea to make a recruit mod that covers all replaceable characters, like Darth Straker did. But even though some people use his mod, I still want to present you the Individuals recruit mod. IT's not ready yet, all the character tga.s aren't even done, but here's what I've got so far

 

http://img.photobucket.com/albums/v287/PrtyLizardJedi/Individuals.jpg

It's very colorful ! :D Keep it up, dude. :)

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Prty's Six-Pack...

thats a good name! i think if u used Hue mode more often u would get a little more texture and not so much color...the colors are just a bit too bright for me...and the tatoos need to be redone. but hey! if i wanna reskin 'em i can do that, right now i just wanna see a GOOD recruit mod with GOOD dialogue and GOOD scripts that are NOT idiotic in the dialogue area...Darth Straker's recruits had absolutely apalling dialogue...i ultimately uninstalled it b/c of the terrible dialogue...and some specific bugs

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void main() 
{

float x=67.01f;  
float y=9.34f;
float z=0.00f;
float r=0.0f;
vector vecNPC=Vector(x,y,z);
location locNPC=Location(vecNPC, r);
object oNPC=CreateObject(OBJECT_TYPE_CREATURE,"my_npc",locNPC);
object oPC=GetFirstPC();
AssignCommand(oNPC,ActionMoveToObject(oPC));
AssignCommand(oNPC,ActionStartConversation(oPC,"my_npc"));
}

 

BTW, is there a script that just spawns, but doesn't initiate a dialogue

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Originally posted by PrtyLizardJedi

BTW, is there a script that just spawns, but doesn't initiate a dialogue

Remove the last 3 lines of the script:

void main() 
{

float x=67.01f;  
float y=9.34f;
float z=0.00f;
float r=0.0f;
vector vecNPC=Vector(x,y,z);
location locNPC=Location(vecNPC, r);
object oNPC=CreateObject(OBJECT_TYPE_CREATURE,"my_npc",locNPC);
}

BTW, did you used the script "as is"? You have to replace my_npc with your npc tag (look at the tag field in the .utc)

 

Check my recruit tutorial at the end of the first post for an explanation of what each line of the script does: http://www.lucasforums.com/showthread.php?s=&threadid=131944

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huh?

Could you answer the following questions:

- What is the name of your npc's .utc file?

- What is the tag of your npc? (What does the Tag field in the .utc says?

- What is the Template Res_ref of your npc (again look inside the .utc)

...and tell me you compiled the script right?

 

What you have to put in the script is not the name of the .utc but the tag of the npc.

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Originally posted by Darth333

- What is the name of your npc's .utc file?

 

n_mithrek (not in Individuals)

 

Originally posted by Darth333

- What is the tag of your npc? (What does the Tag field in the .utc says?

 

DarkJediM

 

Originally posted by Darth333

- What is the Template Res_ref of your npc (again look inside the .utc)

 

n_mithrek01

 

Originally posted by Darth333

...and tell me you compiled the script right?

 

I did

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Ok then try this:

1. Rename the .utc file to n_mithrek01 - instead of just n_mithrek- (put the same name as the TemplateResRef)

 

2. Just a tip: I suggest not using cap letters for the Template Res_Ref and Tag fields: they can just be a source of potential mistakes and who cares what they says since it does no appear in game. So I suggest you replace the tag by: darkjedim

 

3. use this code:

void main() 
{

float x=67.01f;  
float y=9.34f;
float z=0.00f;
float r=0.0f;
vector vecNPC=Vector(x,y,z);
location locNPC=Location(vecNPC, r);
object oNPC=CreateObject(OBJECT_TYPE_CREATURE,"darkjedim",locNPC);
}

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Originally posted by Darth333

Ok then try this:

1. Rename the .utc file to n_mithrek01 - instead of just n_mithrek- (put the same name as the TemplateResRef)

 

2. Just a tip: I suggest not using cap letters for the Template Res_Ref and Tag fields: they can just be a source of potential mistakes and who cares what they says since it does no appear in game. So I suggest you replace the tag by: darkjedim

 

3. use this code:

void main() 
{

float x=67.01f;  
float y=9.34f;
float z=0.00f;
float r=0.0f;
vector vecNPC=Vector(x,y,z);
location locNPC=Location(vecNPC, r);
object oNPC=CreateObject(OBJECT_TYPE_CREATURE,"darkjedim",locNPC);
}

 

Still nothin'

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Maybe it's the script that is not firing.

 

Try this:

void main() 
{
float x=67.01f;  
float y=9.34f;
float z=0.00f;
float r=0.0f;
vector vecNPC=Vector(x,y,z);
location locNPC=Location(vecNPC, r);
object oNPC=CreateObject(OBJECT_TYPE_CREATURE,"darkjedim",locNPC);   
SetGlobalFadeIn(3.0,0.0);

}

This script should create a fade in effect: if you don't see any fade in, verify the location where you attached your script.

 

If you see a fade in/fade out: double check the .utc file and verify the coordinates.

 

If after this you can't still make it, send me a PM, I will verify your files.

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