studman0201 Posted July 10, 2002 Share Posted July 10, 2002 Hey all I made a new thread with a better name so start posting in there your new updates. I am about to test my weequay theory. Link to comment Share on other sites More sharing options...
studman0201 Posted July 10, 2002 Share Posted July 10, 2002 Weequay works. to get a bowcast user use weequayyourmodel to get a gernade user use granyourmodel I am going to try and get a missle launcher guy working. Wish me luck. Link to comment Share on other sites More sharing options...
Phillio Posted July 10, 2002 Share Posted July 10, 2002 Did anyone even notice that i posted examples? I mean, studman went and posted a bunch of examples........*sigh*. I'm beginning to feel like no one reads my posts...... Link to comment Share on other sites More sharing options...
studman0201 Posted July 10, 2002 Share Posted July 10, 2002 Actually I did but I was finding new prefixes to change the weapons further Link to comment Share on other sites More sharing options...
Harukaze Posted July 10, 2002 Share Posted July 10, 2002 I noticed examples, but I still can't get it quite right. I've got JediAayla working, but JediMaul still fails. And if I have both, spawning Aayla gives me Maul with an error, because it can't seem to distinguish between the end of Aayla's file and the beginning of Maul's. *sighs* I feel like such an idiot that I can't figure out what's wrong here. Link to comment Share on other sites More sharing options...
ihavedirt Posted July 10, 2002 Share Posted July 10, 2002 harukaze, i had that same problem that you are describing. in the console it seems like its trying to access both npcs at once or something? well, i think i had that problem when i had a .npc file for both characters. now im using customnpcs.npc and i just spawned 1 jedi and two gun custom npcs without a problem. while im here, anyone know if loading a mod overrides all other pk3 files. what i mean is, say i have beau.pk3 and then ihavedirt.pk3, when jk2 loads, it uses ihavedirt.pk3 as the most recent file of the two, assuming they have duplicate files. by loading beau.pk3 as a mod, will that then mean that jk2 ignores the previously stated rule? ~* beau *~ Link to comment Share on other sites More sharing options...
Joben Posted July 11, 2002 Share Posted July 11, 2002 Originally posted by Harukaze I noticed examples, but I still can't get it quite right. I've got JediAayla working, but JediMaul still fails. And if I have both, spawning Aayla gives me Maul with an error, because it can't seem to distinguish between the end of Aayla's file and the beginning of Maul's. *sighs* I feel like such an idiot that I can't figure out what's wrong here. I havent tried this stuff yet, havent had time but from the stuff posted here shouldnt it be RebornMaul not JediMaul? I donno if thats your problem but just thought i would point it out Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 11, 2002 Share Posted July 11, 2002 it doesn't really matter what you make him. The key is the directory he is placed in, and correlating that to the skin file. I'm working on this right now so Maul, Dooku, Vader, and Exar Kun will be in the next mod pack release (see topic: NPC Mod Pack 1). I've pretty much mastered getting Jedi in the game Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Share Posted July 11, 2002 At the end of the file dont forget to include a space because it combines all the files so if the space is gone they run together. JediAayla } blah blah boo boo bee bee { Space here------ next file RebornMaul } blah blah boo boo bee bee { spave here------ Link to comment Share on other sites More sharing options...
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