Darkkender Posted October 24, 2004 Share Posted October 24, 2004 ok I have spent most my morning pouring over the various scripts in kotor trying to figure out which script defines and controls the skills and which race can use it. In partiucular which script checks if the characters race is a droid and if they have access to the stealth skill when you level up and try to add skill points to the skill. If I can figure this out I very well might be able to have a new droid character class and still be able to use the original 8 other classes. *edit* the classes & skills.2da files do not control this despite the one line item that suggests that you can change something to a droid can use skill option. The new class I'm working on is a Jedi slayer class for droids. Right now I have too fool the game into thinking the droid is a human which means it can't use repair packs and it has to use medpacks and can use stims. not good at all. but it is cool seeing a HK series Droid running around using force powers and a lightsaber. Link to comment Share on other sites More sharing options...
Darth333 Posted October 24, 2004 Share Posted October 24, 2004 Originally posted by darkkender ...In partiucular which script checks if the characters race is a droid and if they have access to the stealth skill when you level up and try to add skill points to the skill. If I can figure this out I very well might be able to have a new droid character class and still be able to use the original 8 other classes. You will find all the functions to check if a npc is of a certain class, has a certain level or skill in nwscript.nss. However you won't be able to add a new class: this is hard coded. However, you could make an item or a script that would give those properties to the droid. We discussed something similar previously: http://www.lucasforums.com/showthread.php?s=&threadid=135685 You are also aware of Jaktu's thread (Beancounter made some posts in there that could help you): http://www.lucasforums.com/showthread.php?s=&threadid=134683 Finally Beancounter's tutorials can also have some useful information: http://www.lucasforums.com/showthread.php?s=&threadid=137498 Right now I have too fool the game into thinking the droid is a human which means it can't use repair packs and it has to use medpacks and can use stims. not good at all. Edit baseitems.2da: there is a column called droidorhuman. Set the number to 0 Link to comment Share on other sites More sharing options...
Darkkender Posted October 24, 2004 Author Share Posted October 24, 2004 Originally posted by Darth333 You will find all the functions to check if a npc is of a certain class, has a certain level or skill in nwscript.nss. However you won't be able to add a new class: this is hard coded. Actually I have already inserted the new class into classes.2da and I'm testing it through a few levels and there are some difficulties but I'm also having some luck. Edit baseitems.2da: there is a column called droidorhuman. Set the number to 0 I will definetly look into the baseitems option for this as well as writing the item script ability. Link to comment Share on other sites More sharing options...
RandomTask Posted October 24, 2004 Share Posted October 24, 2004 I'm probably wrong here but im not sure HK47 or any other droids would have the necessary animations to use a lightsaber. Link to comment Share on other sites More sharing options...
Darkkender Posted October 24, 2004 Author Share Posted October 24, 2004 It should only need to use the sword animations I just haven't gone in and set up my slayer droid to use swords yet. I will probably have to go in and edit baseitems.2da I could swear somebody did a melee Hk mod sometime back. Link to comment Share on other sites More sharing options...
Darth333 Posted October 24, 2004 Share Posted October 24, 2004 Originally posted by darkkender It should only need to use the sword animations I just haven't gone in and set up my slayer droid to use swords yet. I will probably have to go in and edit baseitems.2da I could swear somebody did a melee Hk mod sometime back. There is one thing however that baseitems.2da won't do: give animations to a model This is a model issue and not a .2da problem. I doubt HK-47 can wield a sword or saber. I don't see how you are going to put a new class into the game unless you replace another one with your custom class. Link to comment Share on other sites More sharing options...
RandomTask Posted October 24, 2004 Share Posted October 24, 2004 I thought of doing this myself but its abit beyond my understanding why dont you edit the .UTC for HK47 and make him a human jedi change his model and texture to that of one of the humans and then edit his texture to make him look like a cyborg like svosh did with malak you could probably do the same with t3m4 just use the vandar model. It's probably alot more complex than that but i think i got my point across Link to comment Share on other sites More sharing options...
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