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New custom Npcs are possible


studman0201

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Originally posted by studman0201

Has anybody tried a npc with the protocol or droid animations??

 

Ha, I just tried making a protocol droid character npc. They look just like the custom skin, except they explode when killed!!! :D

(oh my god, my aayla npc was a fembot!!! ok too much austin powers on tv this week...) Behavior-wise they spawn without a weapon, so they pretty much put their hands up and run around alot, no matter how you set their alignment. Too bad it seems we can't do custom interrogator droids, according to Chang. I'd like to see hovering npcs...

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I tested this out and there's one thing I noticed, playermodel does *not* have to start with Jedi/ST/whatever, it can be anything, so you don't have to rename any model directories. The actual name of the NPC is the only thing which controls what weapon the npc gets.

 

-Remi

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Originally posted by studman0201

i think making flying npcs is possible.

 

try changing movetype from runjump

 

to

 

movetype flyswim

 

Alas, they don't fly or float, it looks more like the character is on ice, mostly sliding everywhere instead of walking or running. And they make a bunch of thwacking sounds when they die instead of the usual one.

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lol guess I was wrong on that. But I hadn't tried it out.

 

maybe to fly they have to be a certain class or use certain animations. like the other enemies that float.

 

BTW I sent the e-mail and I asked

 

about the classes

 

and how to (if possible) to spawn a new npc entry using icarus/radiant.

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all my jedimodels dont ignite there saber darnit

please help

i got rebornmaul to work and he woops my ass but none of my jedi's will light their sabers!

 

heres what i have:

 

JediAayla

{

playerModel jediaayla

saberColor blue

rank captain

reactions 5

aim 5

move 5

aggression 3

evasion 5

intelligence 5

hfov 160

vfov 160

height 78

crouchheight 42

width 18

playerTeam player

enemyTeam enemy

// race human

class tavion

yawSpeed 120

walkSpeed 55

runSpeed 200

snd aayla

sndcombat aayla

sndjedi aayla

health 500

dismemberProbHead 99

dismemberProbArms 99

dismemberProbLegs 99

dismemberProbHands 99

dismemberProbWaist 99

}

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NEW NPCS IN MAPS ARE POSSIBLE..... NEW CLASSES AREN'T

 

CLASSES ARE HARDCODED.

 

A previous response to someone who asked the same questions:

 

Unfortunately, the saber hilts are hardcoded (along with saber length and some other stuff I would have liked to have externalized into the NPCs.cfg, but I didn't have time).

You can make new NPCs by making a new NPC entry and putting it in an .npc file in ext_data (so you don't overwrite the NPCs.cfg).

 

You can copy and paste an NPC entry into your new file and modify it.

 

Then place an NPC_spawner in your map and set the NPC_type to whatever name you came up with for your NPC.

 

One word about NPC naming conventions:

 

If you want them to start with a particular weapon, you should either name your NPC in a way that is consistent with existing ones (again, starting weapon is something I should have externalized). So if you want them to start with a saber, their name should start with "jedi", "reborn" or "shadowtrooper". If you want them to start with a blaster, their name should start with "st" or "rebel" or something like that... I can send a full list if you need it.

 

Also, the model you specify should also try to use the existing NPC's naming conventions. This is because the only way the game knows that you're using the humanoid skeleton for your model is by looking at the model name and comparing it to a list. So, the model's directory should start with one of the following:

 

"st"

 

"imp"

 

"gran"

 

"rodian"

 

"weequay"

 

"reborn"

 

"shadowtrooper"

 

"swamptrooper"

 

"bespincop"

 

"rebel"

 

"ugnaught"

 

"morgan"

 

"protocol"

 

"jedi"

 

"prisoner"

 

Otherwise, if you're using one of the existing model directories, it will be fine.

 

 

Michael Chang Gummelt

 

Gameplay Programmer: Jedi Knight II

 

Raven Software

 

http://www.ravensoft.com

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No, there are no NPC_spawner or NPC_type entities. If he's referring to entities, he's wrong, because there are none. Perhaps it appears only in the UberRadiant that Raven gets. :p

 

He's probably referring to something else...I'll e-mail him about it. It's probably a key or something and corresponding values.

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seriously has anyone tried editing radiant's def files for this? we all know that to make a hydroball map you have to create custom definitions. so maybe one can modify the def file for single player to use those entities. just something to think about.

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The SP_entities.def and MP_entities.def only contain descriptions and stuff for Radiant. Hydroball's new entities are because that guy had the MP source to work with. Unfortunatly, we don't have the SP source to do the same. Damnit, closed source SUCKS! :(

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Originally posted by Emon

The SP_entities.def and MP_entities.def only contain descriptions and stuff for Radiant. Hydroball's new entities are because that guy had the MP source to work with. Unfortunatly, we don't have the SP source to do the same. Damnit, closed source SUCKS! :(

 

maybe if npc_spawner is in the game code tho maybe you could add IT to the defs and try it. that would be interesting to see

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