PrtyLizardJedi Posted August 22, 2004 Share Posted August 22, 2004 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 Link to comment Share on other sites More sharing options...
Maxstate Posted August 23, 2004 Share Posted August 23, 2004 LOoks pretty cool keep up the good work! Do they have their own dialogues? Link to comment Share on other sites More sharing options...
PrtyLizardJedi Posted August 23, 2004 Author Share Posted August 23, 2004 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. Link to comment Share on other sites More sharing options...
Achilles Posted August 23, 2004 Share Posted August 23, 2004 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? Link to comment Share on other sites More sharing options...
Colma Adawin Posted August 23, 2004 Share Posted August 23, 2004 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 Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted August 23, 2004 Share Posted August 23, 2004 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 ! Keep it up, dude. Link to comment Share on other sites More sharing options...
PrtyLizardJedi Posted August 23, 2004 Author Share Posted August 23, 2004 Originally posted by Achilles What kind of scripts are you getting stuck with? Well, the scripts are actually OK, but the attachment. I attached a spawn script to Janos Wretka's dialog, but the character didn't spawn! Link to comment Share on other sites More sharing options...
JediGabe Posted August 23, 2004 Share Posted August 23, 2004 Zerh looks so cool!!!!!!!!! Which NPC would he replace? :cool: - JediGabe Link to comment Share on other sites More sharing options...
PrtyLizardJedi Posted August 23, 2004 Author Share Posted August 23, 2004 ..... All will be revealed in time.... If I remember to reveal them And I still need help on attaching the scripts (I know how, but it still doesn't work) or someone to do it for me. Link to comment Share on other sites More sharing options...
RedHawke Posted August 23, 2004 Share Posted August 23, 2004 Hey Prty, just a little suggestion... Instead of The Individuals, possibly you should name them something a little more inspiring like; The Magnificent Six Prty's Six-Pack The Masters of Death Or something like that! Just my 2 cents. Link to comment Share on other sites More sharing options...
PrtyLizardJedi Posted August 23, 2004 Author Share Posted August 23, 2004 That's not each of them, and if it contains a Jedi Master, Masters of Death is hardly fitting. But thanx anyway for those 2 cents. Link to comment Share on other sites More sharing options...
Maxstate Posted August 23, 2004 Share Posted August 23, 2004 Add a goody-goody jedi that only does goody-goody stuff:D With a goody-goody dialog;D But seriously they are awesome, keep me posted (PS) will they be compatible with the allin1forcepowersmod by Various Modders Link to comment Share on other sites More sharing options...
PrtyLizardJedi Posted August 25, 2004 Author Share Posted August 25, 2004 I don't know, as I'm not familiar with that mod. And contact me trough PM if you want to help with the script attachment probelm Link to comment Share on other sites More sharing options...
Glamador Posted August 25, 2004 Share Posted August 25, 2004 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 Link to comment Share on other sites More sharing options...
PrtyLizardJedi Posted August 26, 2004 Author Share Posted August 26, 2004 I'm definetly doing some redos, it was just some, and the mod, name suggestions that inlcude a number, you gotta know the nuber is 8, I've got 6 textures ready now AND I STILL NEED HELP ON SCRIPTS!!!! (see earlier posts) Link to comment Share on other sites More sharing options...
Darth333 Posted August 26, 2004 Share Posted August 26, 2004 Originally posted by PrtyLizardJedi .And I still need help on attaching the scripts (I know how, but it still doesn't work) or someone to do it for me. Can you post the script you are using? Link to comment Share on other sites More sharing options...
PrtyLizardJedi Posted August 26, 2004 Author Share Posted August 26, 2004 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 Link to comment Share on other sites More sharing options...
Darth333 Posted August 26, 2004 Share Posted August 26, 2004 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 Link to comment Share on other sites More sharing options...
PrtyLizardJedi Posted August 26, 2004 Author Share Posted August 26, 2004 It's the npc's utc name, no worries 'bout that. The script still didn't work. I've done a triple-check for the dialog. No effect. Might the problem be in the fact it's put by me my_npc while it should be possibly put my_npc.utc Link to comment Share on other sites More sharing options...
Darth333 Posted August 26, 2004 Share Posted August 26, 2004 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. Link to comment Share on other sites More sharing options...
PrtyLizardJedi Posted August 26, 2004 Author Share Posted August 26, 2004 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 Link to comment Share on other sites More sharing options...
Darth333 Posted August 26, 2004 Share Posted August 26, 2004 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); } Link to comment Share on other sites More sharing options...
PrtyLizardJedi Posted August 27, 2004 Author Share Posted August 27, 2004 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' Link to comment Share on other sites More sharing options...
Darth333 Posted August 27, 2004 Share Posted August 27, 2004 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. Link to comment Share on other sites More sharing options...
Darth_ToMeR Posted August 27, 2004 Share Posted August 27, 2004 Nice. Too colorful. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.