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npcMod------(WIP)


Lord Ignasius

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Hello......... This is Lord Ignasius. I recieved this mod from studman0201, it is all right, but nothing special. So I set out to do something special. I created a monster similar to a Rancor mixed with the Acklay monster from AOTC. (this is not my new skin for it, this is the basic minemonster skin. I have been working on a skin for it tho.)

 

Here are pics:

http://www.geocities.com/studman0201/shot0000.jpg

http://www.geocities.com/studman0201/shot0002.jpg

http://www.geocities.com/studman0201/shot0007.jpg

 

as you can see I have a few bugs that I need help with. One being the gun that spawns with him. I can remove it by pulling it from him. But I want it to not spawn at all. Second is he has a very tiny damage area. Most of his body doesn't damage, how do I fix that If it is possibly. I hope these bugs can be sorted out so the mod can move into beta.

 

Please post any help you can give.

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looks great, not sure how it animates though.

very excited to see anytype of monster ingame.

to keep with realism and also be a nice bug fix, as an npc or bot you could make it use the melee attacks and thus never show up with a gun (setting all guns to 0 woudl do the trick).

 

i have no idea how to alter the bounding box.

 

good luck,

-keto

 

ps: sshots in a more organic map i think would make it look even better, i think it woudl set the mood better.

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I can't see the pics but, it sounds like a huge reskin of the mine monster (bigger). I made a Jedi Mine monster that was 300% bigger, it scared the **** out of me, I never want to look at that again...

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Here are pics of my new skin to be included with this npcMod.

 

http://www.geocities.com/studman0201/shot0012.jpg

 

http://www.geocities.com/studman0201/shot0014.jpg

 

I am almost in the beta test phase of my mod and would like some people to test my mod.

 

If you want to test my mod give me your e-mail, aim name, or msn messenger name. I wil try to pick as many as possible.

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Sure. I'd love to beta test for you. My info is:

 

Aim name: GDD1300

 

E-mail: bivu2and3@hotmail.com

 

MSN Msger name: [RS] K.O or [RS]K.O

 

I'm usually on AIM a lot, so try to reach me there rather than MSN for right now. =P

 

Edit: What's your AIM name? This way I'll see when you're on. :/

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Ignasius/studman/whoever I was wondering if you saw my posts in the custom npcs are possible thread about the possible 59 addtional npc limit, and whether you've experienced anything similar - since you've apparently been racking up the custom npcs as well. Maybe something to consider with regard to who you include in the pack and how its structured... if you could confirm the limit.

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Once I have entries for 60 (give or take one, if I miscounted) or more custom npcs in my base folder, whether these entries are in an npcs.cfg, .npc files, or a combination of both (I tested all), I get an either "ext_data/NPCs.cfg is too large" or "NPC extensions (*.npc) are too large)" when trying to load a map. So, no, none of the npcs work, since I can't even play the game with that many... :(

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You may have something there... I just ran into a situation where one additional .npc format mod worked over another, as a 59th (not 60th) in total with my modified npcs.cfg. The one that didn't work was over 512 bytes , but when I shortened it to less than that it still doesn't work, where as the other does... hmmm... I'm going to reorganize all of my custom npc entries and see if I can figure this out.

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