studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 Gotcha. I am going to try someting to simplify things further. make it simpler to spawn. didn't work. The saber was in their hand but shot blaster bullets. Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 11, 2002 Share Posted July 11, 2002 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!!! (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... Link to comment Share on other sites More sharing options...
Tzar Sectus Posted July 11, 2002 Share Posted July 11, 2002 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 Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 i think making flying npcs is possible. try changing movetype from runjump to movetype flyswim Link to comment Share on other sites More sharing options...
Emon Posted July 11, 2002 Share Posted July 11, 2002 Stud did you get a reply from Chang yet about getting these to spawn via radiant or ICARUS? Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 I have to resend. the e-mail messed up during sending Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 11, 2002 Share Posted July 11, 2002 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. Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 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. Link to comment Share on other sites More sharing options...
pud1 Posted July 11, 2002 Share Posted July 11, 2002 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 } Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 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 Link to comment Share on other sites More sharing options...
Emon Posted July 11, 2002 Share Posted July 11, 2002 NPC_spawner? What the hell is that? Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 I dunno I never mapped before. I just put what he said Link to comment Share on other sites More sharing options...
jipe Posted July 11, 2002 Share Posted July 11, 2002 but there is no npc_spawner entity.. unless he means npc_**** Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 I dunno but chang said there is so there must be Link to comment Share on other sites More sharing options...
Emon Posted July 11, 2002 Share Posted July 11, 2002 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. He's probably referring to something else...I'll e-mail him about it. It's probably a key or something and corresponding values. Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 I think NPC_spawner is the entity and NPC_type is a key that you assign a value. I tried a little mapping but my map was crap so I gave up. Hopefully this will work because it could spark some fuel in me to try again Link to comment Share on other sites More sharing options...
Emon Posted July 11, 2002 Share Posted July 11, 2002 There is no NPC_spawner entity. I've tried an NPC_***** with keys NPC_spawner and NPC_type with values of my NPC name. First I tried one, then the other, then both. No luck. Link to comment Share on other sites More sharing options...
volrathxp Posted July 11, 2002 Share Posted July 11, 2002 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. Link to comment Share on other sites More sharing options...
Emon Posted July 11, 2002 Share Posted July 11, 2002 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! Link to comment Share on other sites More sharing options...
volrathxp Posted July 11, 2002 Share Posted July 11, 2002 still... maybe it's possible... gonna try it now just to see for myself Link to comment Share on other sites More sharing options...
studman0201 Posted July 11, 2002 Author Share Posted July 11, 2002 Someone else contact chang on those two things? NPC_spawner NPC_type i have contacted him too much and dont wanna pester him like I did a long time ago with new npc entries Link to comment Share on other sites More sharing options...
volrathxp Posted July 11, 2002 Share Posted July 11, 2002 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 Link to comment Share on other sites More sharing options...
volrathxp Posted July 11, 2002 Share Posted July 11, 2002 adding the NPC directly to the defs didn't work... trying adding NPC_Spawner and using NPC_Type as a key. never know til one tries. Link to comment Share on other sites More sharing options...
volrathxp Posted July 11, 2002 Share Posted July 11, 2002 ugh... neither worked.... looks like i'm emailing Chang about this Link to comment Share on other sites More sharing options...
pud1 Posted July 11, 2002 Share Posted July 11, 2002 arg <sarcasm>Thanks for the help guys!</sarcasm> Link to comment Share on other sites More sharing options...
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