studman0201 Posted July 10, 2002 Author Share Posted July 10, 2002 put it in the same one but for a jedi use jediyourmodel Link to comment Share on other sites More sharing options...
Darth_Gamegod Posted July 10, 2002 Share Posted July 10, 2002 I imagine the npc file for a jangofett style character would be totally different than a jedi character, have you made up one for a jango style character? Link to comment Share on other sites More sharing options...
studman0201 Posted July 10, 2002 Author Share Posted July 10, 2002 yes instead use styourmodel or for a bowcaster use weequayyourmodel (enemy only) or for a thermal use granyourmodel (enemy only) or for a civilian type reaction under class change it to imperial when using an st person Link to comment Share on other sites More sharing options...
Darth_Gamegod Posted July 10, 2002 Share Posted July 10, 2002 yeah i used the setup you had in your original post for jango fett and it worked perfectly (although he was a bit easy to kill) but hell, it worked. Only thing is, he dosent chase you or anything, he just stands there and opens fire like mad. Link to comment Share on other sites More sharing options...
studman0201 Posted July 10, 2002 Author Share Posted July 10, 2002 He doesn't move unless the map is built with npc waypoints so he usually sits there Link to comment Share on other sites More sharing options...
Darth_Gamegod Posted July 10, 2002 Share Posted July 10, 2002 is it possible to edit a map and put npc waypoints into it? like a multiplayer map or something. Link to comment Share on other sites More sharing options...
studman0201 Posted July 10, 2002 Author Share Posted July 10, 2002 I beleive so ask in the mapping thread tho. Cuz you will need to get the .map file from the maker to do so Link to comment Share on other sites More sharing options...
Darth_Gamegod Posted July 10, 2002 Share Posted July 10, 2002 ok im experimenting with Radient, its pretty complicated and hard to use, but ill figure it out.. Â Â How about adding sounds to the new npc's i imagine you can do it, just wondering how? Link to comment Share on other sites More sharing options...
pud1 Posted July 10, 2002 Share Posted July 10, 2002 I'm having trouble my models have stormtrooper skins and half the jedi i make dont have lit lightsabers what am i doing wrong? Â maybe explain it to me little more detail? Link to comment Share on other sites More sharing options...
ihavedirt Posted July 10, 2002 Share Posted July 10, 2002 pud1,  dont forget to look at the older thread (http://64.246.44.70/~lucasforums.com/showthread.php?s=&threadid=66494) that has a few different examples and lots of posts with the codes in them also.  stormtrooper skins result in the model directory being called/referenced incorrectly i think  i also had the unignited saber problem.  basically, at the moment this is what i have  ext_data\customnpcs.npc  this contains references for all the new npc im using  basically, within that, i have for example  jediben_kenobe { playerModel jediben_kenobe saberColor yellow rank lt reactions 3 aim 3 move 3 aggression 3 evasion 2 intelligence 3 playerTeam player enemyTeam enemy class jedi yawSpeed 140 walkSpeed 55 runSpeed 200 snd jedi1 sndcombat jedi1 sndjedi jedi1 health 200 dismemberProbHead 0 dismemberProbArms 5 dismemberProbLegs 0 dismemberProbHands 10 dismemberProbWaist 0 }  stboba_fett { playerModel stboba_fett reactions 3 aim 1 move 3 aggression 3 evasion 1 intelligence 5 rank crewman playerTeam player enemyTeam enemy // race human class lando snd lando sndcombat lando sndextra lando sndjedi lando walkSpeed 55 runSpeed 200 yawspeed 120 dismemberProbHead 0 dismemberProbArms 0 dismemberProbHands 0 dismemberProbLegs 0 dismemberProbWaist 0 }  these examples have incorrect sounds and arent totally realistic but its something i just chucked in quickly as a test.  with the jedi, you will notice that i have an old obi wan skin/model that im using. make sure that all references to this player are the same. that also means checking the .skin files reference your newly renamed model as well. hopefully that makes sense. and the same with the stboba_fett  so model_default.skin is something you are likely to have to edit as well as any shaders etc  there is possibly an easier way to do the .npc file but i find that if you have a prefix in front of everything (model dir, player name etc) then its much easier if someone is reading through the npc file to know whats going on. ie, you will have a list of all jedi, st, weequay, reborn etc  hope that helps  ~* beau *~ Link to comment Share on other sites More sharing options...
Phillio Posted July 11, 2002 Share Posted July 11, 2002 I found another thing you can do. Â granboxeryourmodel = makes that model punch. Â Heh, I found a nice looking model yesterday and made a NPC of it. But, the reason why I posted the info here is cause it is......JAR JAR!!! Now we can spawn him, torcher him...... He even has his annoying sounds!! Get it at http://www.jk2files.com and http://www.jediknightii.net !!!! Link to comment Share on other sites More sharing options...
Erich Posted July 11, 2002 Share Posted July 11, 2002 Ok, so I have done everything that was told to do to create a custom npc. I downloaded the older Mace Windu Skin and tried ot create him as a custom npc. When I get into the game, I type npc spawn jediwindu and it spawns a stormtrooper with a lightsaber. Why will it not show mace windu in the game? Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 11, 2002 Share Posted July 11, 2002 download my jedi pack as soon as jk2 puts it up. Â and to do it yourself, go into the pk3 and look at his SKIN file for model_default (like it says above). Â Any directory that says "windu", "ep2windu", etc...rename it to jediwindu. That should fix your problem. Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 From Chang about the weapon setup:  "where you see a "stricmp" it's looking for the exact name, where you see a "strncmp", it's only looking for the NPC's name to start with those letters...  int NPC_WeaponsForTeam( team_t team, int spawnflags, const char *NPC_type ) { switch(team) { case TEAM_ENEMY: if ( Q_stricmp( "tavion", NPC_type ) == 0 || Q_strncmp( "reborn", NPC_type, 6 ) == 0 || Q_stricmp( "desann", NPC_type ) == 0 || Q_strncmp( "shadowtrooper", NPC_type, 13 ) == 0 ) return ( 1 << WP_SABER);  if ( Q_strncmp( "stofficer", NPC_type, 9 ) == 0 ) { return ( 1 << WP_FLECHETTE); } if ( Q_stricmp( "stcommander", NPC_type ) == 0 ) { return ( 1 << WP_REPEATER); } if ( Q_stricmp( "swamptrooper", NPC_type ) == 0 ) { return ( 1 << WP_FLECHETTE); } if ( Q_stricmp( "swamptrooper2", NPC_type ) == 0 ) { return ( 1 << WP_REPEATER); } if ( Q_stricmp( "rockettrooper", NPC_type ) == 0 ) { return ( 1 << WP_ROCKET_LAUNCHER); } if ( Q_strncmp( "shadowtrooper", NPC_type, 13 ) == 0 ) { return ( 1 << WP_SABER); } if ( Q_stricmp( "imperial", NPC_type ) == 0 ) { return ( 1 << WP_BLASTER_PISTOL); } if ( Q_strncmp( "impworker", NPC_type, 9 ) == 0 ) { return ( 1 << WP_BLASTER_PISTOL); } if ( Q_stricmp( "stormpilot", NPC_type ) == 0 ) { return ( 1 << WP_BLASTER_PISTOL); } if ( Q_stricmp( "galak", NPC_type ) == 0 ) { return ( 1 << WP_BLASTER); } if ( Q_stricmp( "galak_mech", NPC_type ) == 0 ) { return ( 1 << WP_REPEATER); } if ( Q_strncmp( "ugnaught", NPC_type, 8 ) == 0 ) { return WP_NONE; } if ( Q_stricmp( "granshooter", NPC_type ) == 0 ) { return ( 1 << WP_BLASTER); } if ( Q_stricmp( "granboxer", NPC_type ) == 0 ) { return ( 1 << WP_MELEE); } if ( Q_strncmp( "gran", NPC_type, 4 ) == 0 ) { return (( 1 << WP_THERMAL)|( 1 << WP_MELEE)); } if ( Q_stricmp( "rodian", NPC_type ) == 0 ) { return ( 1 << WP_DISRUPTOR); } if ( Q_stricmp( "rodian2", NPC_type ) == 0 ) { return ( 1 << WP_BLASTER); }  if (( Q_stricmp( "interrogator",NPC_type) == 0) || ( Q_stricmp( "sentry",NPC_type) == 0) || (Q_strncmp( "protocol",NPC_type,8) == 0) ) { return WP_NONE; }  if ( Q_strncmp( "weequay", NPC_type, 7 ) == 0 ) { return ( 1 << WP_BOWCASTER); } if ( Q_stricmp( "impofficer", NPC_type ) == 0 ) { return ( 1 << WP_BLASTER); } if ( Q_stricmp( "impcommander", NPC_type ) == 0 ) { return ( 1 << WP_BLASTER); } if (( Q_stricmp( "probe", NPC_type ) == 0 ) || ( Q_stricmp( "seeker", NPC_type ) == 0 )) { return ( 1 << WP_BOT_LASER); } if ( Q_stricmp( "remote", NPC_type ) == 0 ) { return ( 1 << WP_BOT_LASER ); } if ( Q_stricmp( "trandoshan", NPC_type ) == 0 ) { return (1<<WP_REPEATER); } if ( Q_stricmp( "atst", NPC_type ) == 0 ) { return (( 1 << WP_ATST_MAIN)|( 1 << WP_ATST_SIDE)); } if ( Q_stricmp( "mark1", NPC_type ) == 0 ) { return ( 1 << WP_BOT_LASER); } if ( Q_stricmp( "mark2", NPC_type ) == 0 ) { return ( 1 << WP_BOT_LASER); } if ( Q_stricmp( "minemonster", NPC_type ) == 0 ) { return (( 1 << WP_MELEE)); } if ( Q_stricmp( "howler", NPC_type ) == 0 ) { return (( 1 << WP_MELEE)); } //Stormtroopers, etc. return ( 1 << WP_BLASTER); break;  //allies case TEAM_PLAYER:  if(spawnflags & SFB_RIFLEMAN) return ( 1 << WP_REPEATER);  if(spawnflags & SFB_PHASER) return ( 1 << WP_BLASTER_PISTOL);  if ( Q_strncmp( "jedi", NPC_type, 4 ) == 0 || Q_stricmp( "luke", NPC_type ) == 0 ) return ( 1 << WP_SABER);  if ( Q_strncmp( "prisoner", NPC_type, 8 ) == 0 ) { return WP_NONE; } if ( Q_strncmp( "bespincop", NPC_type, 9 ) == 0 ) { return ( 1 << WP_BLASTER_PISTOL); }  if ( Q_stricmp( "MonMothma", NPC_type ) == 0 ) { return WP_NONE; }  //rebel return ( 1 << WP_BLASTER); break;  case TEAM_NEUTRAL:  if ( Q_stricmp( "mark1", NPC_type ) == 0 ) { return WP_NONE; } if ( Q_stricmp( "mark2", NPC_type ) == 0 ) { return WP_NONE; } if ( Q_strncmp( "ugnaught", NPC_type, 8 ) == 0 ) { return WP_NONE; } if ( Q_stricmp( "bartender", NPC_type ) == 0 ) { return WP_NONE; } if ( Q_stricmp( "morgankatarn", NPC_type ) == 0 ) { return WP_NONE; }  break;  default: break; }  return WP_NONE; }   Next time I'll put these in the NPCs.cfg... heh  Michael Chang Gummelt  Gameplay Programmer: Jedi Knight II  Raven Software  http://www.ravensoft.com" Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 Looking through it here are all available codes.  enemies only stofficeryourmodel ----- uses flechette shaodwtrooperyourmodel------uses saber ugnaughtyourmodel ---------no weapon granyourmodel -------------thermals, and punches weequayyourmodel------------bowcaster styourmodel-------------------stormie blaster rebornyourmodel-----------------saber user  allies only jediyourmodel---------------saber user bespincopyourmodel------------ uses blaster pistol prisoneryourmodel----------------no weapon styourmodel--------------------stormie blaster Link to comment Share on other sites More sharing options...
pud1 Posted July 11, 2002 Share Posted July 11, 2002 How do u look at stuff....or extract files out of a pk3, maybe thats why i am doing this wrong? Â I think i just need 1 pk3 to download that changes everything i need done, b/c i still hardly understand and have read both threads Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 11, 2002 Share Posted July 11, 2002 Interesting, studman. Better than testing every possible combo. Now ask him about class editing Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 11, 2002 Share Posted July 11, 2002 Neat, using the shadowtrooper prefix solves that problem I described in the older thread with shadowtrooper class npcs dropping rgb wireframes when killed. They drop normal forcegems now This custom npc style looks really cool with the MGS ninja, as he can cloak and de-cloak... Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 Shadow trooper custom npc's cloak. that is awesome. I gotta try that out Link to comment Share on other sites More sharing options...
pud1 Posted July 11, 2002 Share Posted July 11, 2002 Ok i finally got my qui-gon jedi npc model out there instead of stormtrooper i had to extract the qui-gon skin files into a folder and extract the npcs.cfg from assets0.pk3 and put em in the folder and rename the folder JediQui-Gon I also have made a new folder in the base dir called ext_data and put my newnpcs.npc file there. Â But now i got qui-gon fighting with no lightsaber it's in his crotch hehee and i dont remember how to corect that? Â edit: ok i didnt need to extract assets0pk3 file called npcs.cfg to my qui-gon folder, so i took it out! Â Still got his saber in his crotch!! pls help Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 Has anybody tried a npc with the protocol or droid animations?? Link to comment Share on other sites More sharing options...
pud1 Posted July 11, 2002 Share Posted July 11, 2002 oooooook  finally screwed around with the newnpcs.npc file and got his lightsaber out of his crotch and into his hand but now the saber is not ignited  Anyone know? Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 11, 2002 Share Posted July 11, 2002 Originally posted by studman0201 Shadow trooper custom npc's cloak. that is awesome. I gotta try that out  screens: (cut and paste the links)  http://www.geocities.com/jk2mayhem/mgs.jpg http://www.geocities.com/jk2mayhem/mgs2.jpg Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 Does the model path need to be shadowtrooperyourmodel or just rebornyourmodel with the class being shadowtrooper Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 11, 2002 Share Posted July 11, 2002 Both the model path and class have to be set to shadowtrooper - if you use reborn with shadowtrooper class the forcegem will just be a wireframe. Link to comment Share on other sites More sharing options...
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