dimi30 Posted July 8, 2002 Share Posted July 8, 2002 Question 1: Is it possible to make it so every some seconds new NPCs are spawned(infinite NPCs unless the player leaves an area)? Question 2: How do I get an NPC to get into an emplaced gun?(I know this may be a little stupid question) Link to comment Share on other sites More sharing options...
dimi30 Posted July 8, 2002 Author Share Posted July 8, 2002 Noone interested in helping ? Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 8, 2002 Share Posted July 8, 2002 1) scripting 2)no clue Link to comment Share on other sites More sharing options...
dimi30 Posted July 10, 2002 Author Share Posted July 10, 2002 I got q1 anwered anyone for q2? Link to comment Share on other sites More sharing options...
Drakewl Posted July 10, 2002 Share Posted July 10, 2002 for question 2: You must give the emplaced gun a targetname key: targetname value: gun1 You should place a ref_tag for the npc to look at when using the gun, so he doesnt turn his back to the player in the case of a first encounter key: targetname value: emplaced_aim the NPC needs the following settings: key: parm1 value: gun1 key: spawnscript value: path to the script (read below) the Script needs to consist of the following: use (get(SET_PARM1)); set ( /*@SET_TYPES*/ "SET_VISRANGE", 4000 ); set ( /*@SET_TYPES*/ "SET_WATCHTARGET", "emplaced_aim" ); set ( /*@SET_TYPES*/ "SET_FIRE_WEAPON", /*@BOOL_TYPES*/ "true" ); At first the NPC will use the object that is named in the parm1-value, with other words the gun Visrange should be selfexplaining with SET_Watchtarget the npc (on the gun) will look at a placed ref_tag named "emplaced_aim" describing the direction the npc should watch the last command gives you the option for a kinda peaceful npc who uses the gun but is not shooting with it in the case of "false" Link to comment Share on other sites More sharing options...
dimi30 Posted July 10, 2002 Author Share Posted July 10, 2002 Thanks, very simple to understand. Link to comment Share on other sites More sharing options...
dimi30 Posted July 12, 2002 Author Share Posted July 12, 2002 For q1 what script will I need exactly? Link to comment Share on other sites More sharing options...
dimi30 Posted July 13, 2002 Author Share Posted July 13, 2002 Anyone? Link to comment Share on other sites More sharing options...
RichDiesal Posted July 13, 2002 Share Posted July 13, 2002 As far as I know, it is not possible. You need to have a physical NPC entity in your map for each NPC that will appear. There might be a way around that, but I don't know of one. Link to comment Share on other sites More sharing options...
Spoon_Gouge Posted July 13, 2002 Share Posted July 13, 2002 I'm sure it's been done in one of the Artimus levels in SP. You can sit and pick off stormtroopers all day long if you stay there. I'm not sure how it's done though. It probably is a set number of ST's that will respawn when killed. Makes sense to me. Unfortunately, I'm not much more help than that. Sorry:( Spoon_Gouge Link to comment Share on other sites More sharing options...
dimi30 Posted July 13, 2002 Author Share Posted July 13, 2002 Originally posted by RichDiesal As far as I know, it is not possible. You need to have a physical NPC entity in your map for each NPC that will appear. There might be a way around that, but I don't know of one. But I did not say I want it without a physical NPC. If its still not possible then is it at least possible that when an NPC is killed another is spawned at the same time? Link to comment Share on other sites More sharing options...
dimi30 Posted July 13, 2002 Author Share Posted July 13, 2002 bump Link to comment Share on other sites More sharing options...
Catscratch Posted July 14, 2002 Share Posted July 14, 2002 Well i figured out something. Have you ever noticed the count key for NPC's ? Place a NPC. Key : Count Value : 5 Key : targetname Value : Spawning Place a func_timer. Key : target Value : Spawning Key : wait Valye : 60 and check its start_on option. Now every 60 seconds there will be a new npc from the spawn point even if the previous npc dies or not. I'm trying to use target_counter so when the npc dies it triggers the target_counter(and then triggers the npc again) and the new npc comes out. Because of the count limitation, this is not the actual solution, at least it seems so for now I found out that you dont need any other entities. Just place a NPC. Key : targetname Value : spawn1 Key : Count Value : 15 Key : NPC_target Value : spawn1 Now when you kill the npc, it will call itself so 15 npcs will be spawned in a row (A new npc will be spawned after a npc dies ) Link to comment Share on other sites More sharing options...
dimi30 Posted July 16, 2002 Author Share Posted July 16, 2002 Well count isn't actually a limitation as you can use -1 which is infinite. Link to comment Share on other sites More sharing options...
Catscratch Posted July 18, 2002 Share Posted July 18, 2002 Did you try count -1 ? Does it work ? Then its solved. Link to comment Share on other sites More sharing options...
dimi30 Posted July 18, 2002 Author Share Posted July 18, 2002 I've used count -1 and had no problems. Link to comment Share on other sites More sharing options...
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