studman0201 Posted July 12, 2002 Author Share Posted July 12, 2002 No, but spread the word to all so that it becomes a new standard for SP mapping, because the Mainframe level replaced many people when they could of done this, So I say spread this to all in mapping. I tried but my trust from others is low right now in modeling from my gay brother posting fakeys Link to comment Share on other sites More sharing options...
ihavedirt Posted July 12, 2002 Share Posted July 12, 2002 Okay, this is using JKRadiant for my SP test map spawning a custom npc titled "jedibeau" Created a trigger_once entity: classname trigger_once spawnflags 1 target spawn_jedibeau Created a NPC_spawner entity: classname NPC_spawner npc_type jedibeau spawnscript test/spawn_jedibeau targetname spawn_jedibeau Created customnpcs.npc in ext_data: jedibeau { playerModel jedibeau saberColor blue rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 playerTeam player enemyTeam enemy class luke yawSpeed 140 walkSpeed 55 runSpeed 200 snd morgan sndcombat morgan sndjedi morgan health 100 dismemberProbHead 10 dismemberProbArms 35 dismemberProbLegs 10 dismemberProbHands 50 dismemberProbWaist 10 } Placed spawn_jedibeau.IBI in scripts\test Placed test.bsp in maps Placed jedibeau model in models\players\jedibeau // make sure your model_default.skin jpg links link to your newly renamed jedi or st model etc Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 12, 2002 Share Posted July 12, 2002 very interesting indeed. I say the three of us get together and come up with a tutorial mod so that people have an example of spawning your own npc through cheats, and through custom maps. very nice find. one step closer to SP mods, we are. Link to comment Share on other sites More sharing options...
volrathxp Posted July 12, 2002 Share Posted July 12, 2002 Originally posted by studman0201 I have the def. for the NPC_spawner. From Chang himself http://www.geocities.com/studman0201/SP_entities.zip If this goes down e-mail me and I will send it to you. my e-mail is chris_harris@attbi.com i just got that email from him myself as well.. so... where to next with this? Link to comment Share on other sites More sharing options...
studman0201 Posted July 12, 2002 Author Share Posted July 12, 2002 We can do alot with npc's now. With icarus scripting you can give them only certain weapons and forces, and make them do things and Act in cutscenes Chrono I am working on a tutorial also for in-game spawning. You can do the map one if ya like or do yer own one, I am half-way done with my tutorial. It is going to explain each command and show many examples, and as always I will give credit to all who helped custom npc's become a reality Link to comment Share on other sites More sharing options...
Emon Posted July 12, 2002 Share Posted July 12, 2002 YOU ALL SEEM TO BE FORGETTING THE BIG PROBLEM OF THIS METHOD NOT YET WORKING IN A MOD PK3, THUS RENDERING IT COMPLETELY USELESS. Link to comment Share on other sites More sharing options...
studman0201 Posted July 12, 2002 Author Share Posted July 12, 2002 actually have you tried just making a folder in the mod ext_data like npcMod/ext_data because then you could zip the folder npcMod up which would include a model.pk3 and the ext_data folder. I am going to try it. If not you could just have them install the files into base/ext_data and the model.pk3 put in the base folder Link to comment Share on other sites More sharing options...
Emon Posted July 12, 2002 Share Posted July 12, 2002 Well, if you mean do something like this: Jedi Outcast\GameData\SP MOD\ext_data, then YES, it DOES work! While it may not be a nicely wrapped all-in-one PK3, it's the best as we are going to get. Link to comment Share on other sites More sharing options...
studman0201 Posted July 12, 2002 Author Share Posted July 12, 2002 Yes that is what I mean----Plus it makes it easier to edit for noobs who dont know how to unpack things from pk3's Link to comment Share on other sites More sharing options...
Emon Posted July 12, 2002 Share Posted July 12, 2002 Very true. Link to comment Share on other sites More sharing options...
studman0201 Posted July 12, 2002 Author Share Posted July 12, 2002 I recieved a disheartening e-mail from Chang about sp source: We won't be releasing single-player source code because it's not intended to be modded - the code exists in the executable and DLLs, which are not safe to distribute. [EDIT]I Also am almost finished with my tutorial. I am in need of help though. Can someone do the part of my tutorial for getting their npc into a map and with tutorials on icarus scripting? Emon ur working on one right? I can send you my document when I finish the parts that I need to do then you could finish it up. As always I will give you the credit for it. Link to comment Share on other sites More sharing options...
studman0201 Posted July 12, 2002 Author Share Posted July 12, 2002 I sent Chang an e-mail on some top secret stuff i am workin on. I will let yall know at the release of my npcMod Pack, hopefully if it works. If it works it will rock the SP community big! It may even save my reputation which is in the poop chutes curently. I am hopeing for the best. and as always may the farce be with you!!! Link to comment Share on other sites More sharing options...
jipe Posted July 12, 2002 Share Posted July 12, 2002 We won't be releasing single-player source code because it's not intended to be modded - the code exists in the executable and DLLs, which are not safe to distribute. Ok, I'd just like to take this opportunity to shove this back in the face of all the "master crackers" who repeatedly argued that all the code was in jk2game86.dll (or whatever the hell it's called). Yeah. No. Link to comment Share on other sites More sharing options...
studman0201 Posted July 12, 2002 Author Share Posted July 12, 2002 I am thinking he could release partial source, from only the .DLL's because only the .exe contains stuff from John Carmack at ID Link to comment Share on other sites More sharing options...
volrathxp Posted July 13, 2002 Share Posted July 13, 2002 what's cracked out is that only 10% of the q3 code was left unmodified. Raven heavily modified the rest of it themselves. Link to comment Share on other sites More sharing options...
acewombat Posted July 15, 2002 Share Posted July 15, 2002 *Dark Jedi---- rebornyourmodel *Jedi-----------jediyourmodel *Blaster User----styourmodel *Bowcaster User------weequayyourmodel i was looking at this and I saw a more detailed one once that listed them all. Like if you want to use tavion's ai or use someone with a repeater how would you do this could someone redirect me to this thread if you know where it is? Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 15, 2002 Share Posted July 15, 2002 Let's see.... studman posted some info from chang 2 pages back in this thread which reveals which character types only require a prefix and which need the exact name. There's a brief summary of what this info means a couple posts below that. As of now, I don't know of any way to spawn from the console a custom npc with a repeater. To give an npc Tavion's AI, just put "tavion" as the "class" value in their .npc entry. Link to comment Share on other sites More sharing options...
Emon Posted July 15, 2002 Share Posted July 15, 2002 Try trandoshanYourModel for the repeater. Link to comment Share on other sites More sharing options...
Gram_Reaper Posted July 16, 2002 Share Posted July 16, 2002 i have tried everything to get my custom npcs into the game. But have a few questions. Im trying to do a maw npc but it wont spawn in game 1. do i just have to put the model pk3 in the folder or go into the pk3 and get the model folder out and extract it to rebornmaw folder 2. i tried emons tutoiral but JK2 radiant crashes when i go to use it. bummer eh 3.if it works nice job guys, cant wait till more sp coding comes out. it would be amazing some of the stuff the community could do Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 16, 2002 Share Posted July 16, 2002 Gram_reaper I am making a mod that will be out very soon that has a Maw npc and it has his brother Skoth who is a jedi, who happens to have his legs chopped off. Link to comment Share on other sites More sharing options...
Gram_Reaper Posted July 16, 2002 Share Posted July 16, 2002 sweet:fire11: Link to comment Share on other sites More sharing options...
Gram_Reaper Posted July 16, 2002 Share Posted July 16, 2002 hey if anyone is still reading this forum and has got this working, tell me if you had to make the ext_data folder in your baswe folder? Link to comment Share on other sites More sharing options...
Darth_Gamegod Posted July 16, 2002 Share Posted July 16, 2002 ok im haveing trouble getting my npcs to work, so far i have made two npcs, darth maul and obiwan, and they work fine. But iv tried to make some others, but they never seem to work. So far my newnpcs.npc file has two characters in it (maul & obi) but when i try to add another one, say Quigon, i set it up exactally the same way my obiwan is set up, i place the quigon model in a JediQuigon folder, and change his settings to jediquigon for his name and model, but he shows up as a jedi trainer.. Iv tried mace windu also, and his body works, but his head dosent show up, it looks like an unskinned luke head. Any ideas Studman? Also if you still want my help with your npc mod, tell me, ill help anyway i can, plus it might help me get all my new npcs i want working, to work! lol. Email me if you want. gamegod3@comcast.net Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 16, 2002 Share Posted July 16, 2002 Darth seems like you need to open the .skin files in notepad. To do so double click on it and choose notepad. After doing so you should see something like l_rhand models/players/quigonVm2/arms.jpg or something similar. In the menu bar find the replace and just replace quigonvm2 with jediquigon. Do this for skins that aren't working. In most cases it fixes the problem. Link to comment Share on other sites More sharing options...
Darth_Gamegod Posted July 17, 2002 Share Posted July 17, 2002 ok man ill give that a try and let you know, thanks. Link to comment Share on other sites More sharing options...
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