-Chrono_MOT- Posted July 10, 2002 Share Posted July 10, 2002 I just made a nice new mod for everyone that should prolong SP game life (and provide some very interesting TC opportunities in the future for anyone who needs my help). This neato mod allows you to spawn four new Jedi into the game. Count Dooku is also included in the npcs.cfg however he isn't working right now so you'll have to wait for the second release. The following are the Jedi you can spawn to help you (in addition to Luke, Jedi, Jedi2, Jedi Trainer, and Jedi F): Mace Windu Anakin Skywalker Plo Koon Obi-Wan Kenobi Coming next release: Chewie Aayla Secura Count Dooku (as enemy) Vader (as enemy) There will be several releases so I recommend you grab them all in succession or you will not have a working version (if you download the latest without downloading the first one). Screenies, of course: I'm also taking suggestions on other NPCs (preferably Jedi as putting regular NPCs right now is rather tricky for me ) I should add in future expansion packs. Enjoy! (as soon as they put it up ^_^) Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 10, 2002 Author Share Posted July 10, 2002 and for anyone that's wondering why this is in the modeling thread it's because in future packs I'm going to be updating it with the proper Obi-Wan/Anakin/Mace/Plo/Yoda/Kit/etc models, so I wanted to keep Kinja and co. aware of what I was doing. Link to comment Share on other sites More sharing options...
t3rr0r Posted July 10, 2002 Share Posted July 10, 2002 so you figured out the whole new individual npc idea? Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 10, 2002 Author Share Posted July 10, 2002 pretty much, yea. I'm pretty familiar with it (though I'm not incredibly saavy with it just yet ^_^) but near as I can tell you should be able to add quite a few new npcs without breaking the game. I think there's room for about 30 or so without killing it completely. I'd be careful though, if you spawn more entities than is coded on a map the game will crash in SP. Link to comment Share on other sites More sharing options...
t3rr0r Posted July 10, 2002 Share Posted July 10, 2002 hmm... maybe if you made a spawnable jango or boba, you could give them desann-esque force jump as their only power, yet they'd have a weapon. Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 10, 2002 Author Share Posted July 10, 2002 Jango's next on my list too Link to comment Share on other sites More sharing options...
t3rr0r Posted July 10, 2002 Share Posted July 10, 2002 Originally posted by -Chrono_MOT- Jango's next on my list too consider my force jump idea, won't you? Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 10, 2002 Author Share Posted July 10, 2002 I'll have to see, because editing their force powers... never mind it just came to my head I could give them force jump no problem. just requires some editing of their bot file. ok. I'm on this HEY! Get that battle droid out so we can release a Geonosis Arena mod! Link to comment Share on other sites More sharing options...
t3rr0r Posted July 10, 2002 Share Posted July 10, 2002 Originally posted by -Chrono_MOT- HEY! Get that battle droid out so we can release a Geonosis Arena mod! preferably silentmobius', since the polycount is lower than the others. Link to comment Share on other sites More sharing options...
studman0201 Posted July 10, 2002 Share Posted July 10, 2002 Chrono to give them force change their class. to class tavion or desann or reborn or luke that changes their force abilities, just find one that works best Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 10, 2002 Author Share Posted July 10, 2002 I already asked him about it. Hopefully he gets it out soon so we can have some REAL fun (and so I can post some awesome screens with like 20 Jedi and 40 battle droids ) So far all the Jedi that are spawnable in-game: Luke Jedi Jedi 2 Female Jedi Jedi Trainer Obi-Wan Anakin Mace Windu Plo Koon If I could get my hands on it I will do Chewie and Han next pack just for kicks I want to add the following in the coming weeks though: Darth Maul Dooku Exar Kun Tyrion Qui-Gon (when the model comes out) Ki-Adi Mundi (ditto) Aurra Sing Mara Jade Aayla Secura Kit Fisto Coleman Trebor Yoda Stay updated, because my mod is going to be standard updates (rather than sporadic updates like other mods), with every release working with the one before it (unlike other expansions, which are just written to work by itself). Link to comment Share on other sites More sharing options...
studman0201 Posted July 10, 2002 Share Posted July 10, 2002 Chrono I got a Sith Tyrion, a Jango, a Chewie(enemy tho), and a Jedi Tyrion working that I can send to you Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 10, 2002 Author Share Posted July 10, 2002 oh I have all of em. I just have to have time to implement them all into my next NPC code. Should be fairly easy now that it doesn't take me all night to figure out how to get them working. But unforunately you have to change the directory name with my mod so that's where all the hard work comes in ^_^. So that way, no one has to do all the work themselves! ^_^ Link to comment Share on other sites More sharing options...
studman0201 Posted July 10, 2002 Share Posted July 10, 2002 I am working on a grenade user. also chrono currently a friendly bowcaster user doesn't work. I think an enemy with the prefix gran creates a grenade user Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 10, 2002 Share Posted July 10, 2002 Originally posted by -Chrono_MOT- near as I can tell you should be able to add quite a few new npcs without breaking the game. I think there's room for about 30 or so without killing it completely. I'd be careful though, if you spawn more entities than is coded on a map the game will crash in SP. It took me quite a while last night, but I made such a mod with about 50 (and counting) different npcs. (works using either edited npcs.cfg or custom.npc). Hasn't killed anything yet. I'd be happy to send some screens of the mass chaos battle royale to anyone who'll host them - generate some more excitement for Chrono's mods. Link to comment Share on other sites More sharing options...
PIo Koon Posted July 10, 2002 Share Posted July 10, 2002 Chrono great ideas man...can't wait for release BTW..i see u want Coleman Trebor in it...were u wanting to use my model? Link to comment Share on other sites More sharing options...
studman0201 Posted July 10, 2002 Share Posted July 10, 2002 Chrono I got a JarJar npc working. He puts his hands up when he sees you. I will send him to you if you want. Link to comment Share on other sites More sharing options...
studman0201 Posted July 10, 2002 Share Posted July 10, 2002 Also Chrono I think I could be part of the team. I can work on another release of the pack or sumthin with people that you haven't done. So the mod could be completed quicker Link to comment Share on other sites More sharing options...
Emon Posted July 10, 2002 Share Posted July 10, 2002 Well, you can use NPC spawn xxxx for the new NPC, but they won't appear in the entities menu, and it's impossible to spawn them using ICARUS, so new entries are useless, you gotta replace old ones for it to be really useful. Link to comment Share on other sites More sharing options...
studman0201 Posted July 10, 2002 Share Posted July 10, 2002 Actually Chang said it is possible to spawn npcs in a map with a script so dont be mister it is impossible Link to comment Share on other sites More sharing options...
Emon Posted July 10, 2002 Share Posted July 10, 2002 You can spawn NPCs using entity scripts, but you can't spawn completely NEW NPCs, because they do not show up in Radiant, SP entities are hard coded, so we're screwed. There's also no ICARUS commands to spawn new NPCs, gah, I hate closed source! Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 10, 2002 Share Posted July 10, 2002 Useless for now maybe, but a lot fun for just spawning and playing around with anyway As a mod, it's pretty simple (compared to custom sabers, changed animation, etc.) - kind of along the lines of an SP conversion. Once the prefixes and values that can be changed are fully explored and shared, it'll probably be easier for those who have the ability to just create their own custom npc packs using the characters they want and already have. Along those lines, Chrono, are you planning on including the skin textures in the pack? I could see how these things could get real big in filesize... Though if you just include modified folders and .npc files with linked .skin files, some may not have the patience or understanding to download the original skinpacks. Hmmm... Link to comment Share on other sites More sharing options...
Emon Posted July 10, 2002 Share Posted July 10, 2002 BTW, changing the key or whatever in the entity window to like NPC_Wookiee doesn't work either. Link to comment Share on other sites More sharing options...
studman0201 Posted July 10, 2002 Share Posted July 10, 2002 Chang said custom npcs are possible he said to use a script. I am not familiar with scripts so i didn't go further. But it is possible Link to comment Share on other sites More sharing options...
Emon Posted July 10, 2002 Share Posted July 10, 2002 Um, no. Either one of two things: 1. You misunderstood him. 2. Chang forgot that we don't have access to the SP source, as he so often seems to do. Link to comment Share on other sites More sharing options...
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