Joben Posted July 6, 2002 Share Posted July 6, 2002 I cant seem to find links to Icaius and/or Q3/JK2 scripting tutorials anywere in here. Not only do I need one but i bet other ppl do too. Second i have a more specific scripting question. From reading the Icarus manual it seems that you can alter some things about an npc such as force powers and weapon used. How do you do this? Specificaly can you do things like customize the powers of one of the jedi and load it as a mod to use in the one player game? I took a random shot at it by using the gamestart file from The Ladder that defines Kyle's powers, making the changes i wanted and changing the name after "affect" from Kyle to JediF and dumping it in a 'scripts' folder in a mod. No result. Random trys are just too...random, I dont know if my idea is wrong Or were to put this file Or what to name it. My OTHER big problem: There is some sloppy coding in BehaveED. It shows up about twice as big as my screen and refuses to resize. Any ideas about that one? Its almost unuasable. In short: HELP! O yeh, for extra credit what is the diff between .ibi and .txt? Link to comment Share on other sites More sharing options...
jipe Posted July 7, 2002 Share Posted July 7, 2002 I'm writing some tutorials. Yes, you have to edit NPC.cfg; I've just started fooling around with it, so I'm not sure. You might have to use a spawnscript as well. You need to link the script to the info_player_start entity in the level. Weird, I've never had any problems with BehavEd. What resolution are you at? I run at 1024x768 and it almost fills the entire screen (and there is no resize option). An .ibi is the compiled script - the IBIze program takes the .txt file and converts it into machine code, so it can be run in-game faster/more efficiently. That's why an .ibi appears as garbled gook in Notepad. Link to comment Share on other sites More sharing options...
Damage Posted July 7, 2002 Share Posted July 7, 2002 I have the same problem, It seems to happen in you are on a resolution of 800*600. So all you can do is drag it around, which is so annoying. However if you can get a resolution of 1024*720 it will fit properly. Link to comment Share on other sites More sharing options...
Joben Posted July 7, 2002 Author Share Posted July 7, 2002 Hmmm thats weird. i run my monitor at 1280-1024. I have the exact same problem with the editing tool that comes with Civilization 3 oddly enough. I wonder if i could trick it by booting up in a low res then turing it back up to my normal one. [edit] *bangs head on desk* The god damn compile button is on the bottom, I cant get at it![/edit] Thanks for the ibi explanation Jipe. Originally posted by jipe Yes, you have to edit NPC.cfg; I've just started fooling around with it, so I'm not sure. You might have to use a spawnscript as well. You need to link the script to the info_player_start entity in the level. I should prob go look at the map editor since i havent yet edit NPCs.cfg to do what?add a line to npcs.cfg that will make it run a script (on itself) after spawn? NPC_targetname - NPC's targetname AND script_targetname NPC_target - NPC's target to fire when killed spawnscript - default script to run once spawned (none by default) usescript - default script to run when used (none by default) awakescript - default script to run once awoken (none by default) angerscript - default script to run once angered (none by default) painscript - default script to run when hit (none by default) fleescript - default script to run when hit and below 50% health (none by default) deathscript - default script to run when killed (none by default) Thats an abridged version of a section of SPentities.def, looks useful. Is that the sort of things i want to be setting? Hmm even if i get this working will have to edit all the maps? Wouldnt that make it hard to distribute something like this as a mod? kinda large...for what however well done it be is not much more than tweaks, more weapon variety for enemys or bigger differances in the Jedi's powers... The singleplayer .bsp files ONLY in a PK3 are 68megs. Well dispite this long...thing i just wrote be assured that you have cleared a lot of things up for me. My thanks *bows* O btw i got DEvaheb a util made for Elite Force that decompiles ibi files Link to comment Share on other sites More sharing options...
Joben Posted July 7, 2002 Author Share Posted July 7, 2002 Originally posted by jipe A spawnscript is a .ibi that runs on an entity when it is spawned. For example, every singleplayer level has a spawnscript key attached to the info_player_start entity that gives force powers, etc. to the player. Ex: it can be used with a stormtrooper entity, so that when you cross a trigger it spawns the stormtrooper and starts it on a patrol route. So if i wanted to say...give all stormtroopers repeaters would i have to set each one individualy to run the spawnscript I write for that or can i just write one and have it apply to all Stormtroopers for that map? Link to comment Share on other sites More sharing options...
idontlikegeorge Posted July 8, 2002 Share Posted July 8, 2002 well doesnt the affect() function only affect a specific entity? im assuming that to get every stormy to use a repeater there would need to be a way to effect all entities of class NPC_Stormtrooper Link to comment Share on other sites More sharing options...
Joben Posted July 10, 2002 Author Share Posted July 10, 2002 Originally posted by idontlikegeorge im assuming that to get every stormy to use a repeater there would need to be a way to effect all entities of class NPC_Stormtrooper well yeh...thats what im asking about. Is there one, if so what is it? Link to comment Share on other sites More sharing options...
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