Lehik Posted September 4, 2002 Share Posted September 4, 2002 How can I make emplaced_guns used by stormtroopers? I know how to place guns but I can't get stormtroopers there to use them. Link to comment Share on other sites More sharing options...
buckman Posted September 4, 2002 Share Posted September 4, 2002 im guessing maby you can target a stormtropper to a emplaced gun, or target the gun at the stormtrooper. I havnt tried it myself so im not sure that this will work. Try it and see what happens -Buck out Link to comment Share on other sites More sharing options...
Lehik Posted September 4, 2002 Author Share Posted September 4, 2002 Originally posted by buckman im guessing maby you can target a stormtropper to a emplaced gun, or target the gun at the stormtrooper. I havnt tried it myself so im not sure that this will work. Try it and see what happens -Buck out I tried both ways you mentioned but they didn't work. Link to comment Share on other sites More sharing options...
Bell Posted September 5, 2002 Share Posted September 5, 2002 would a script for the stormtrooper work as in; //Generated by BehavEd rem ( "usegun" ); affect ( "stormtrooper", /*@AFFECT_TYPE*/ FLUSH ) { set ( "SET_VIEWENTITY", "gun" ); or something . . . Link to comment Share on other sites More sharing options...
Joben Posted September 5, 2002 Share Posted September 5, 2002 hmm havent tried the setviewentity with npcs...could get weird. However when you do it with the player kyle stays in the game. remember the droid controls from the missions by Raven? So at best you would end up with a stormie standing next to a gun that seemed to be working on its own. At least that is what i would expect. Link to comment Share on other sites More sharing options...
dimi30 Posted September 7, 2002 Share Posted September 7, 2002 Well its done with a simple script(I assume you know how to assign spawnscripts to NPCs) The script should contain only this line: use ( $get(STRING,"SET_PARM1")$ ); And set the NPC parm1 to the targetname of the emplaced gun. Now when the NPC spawns it will use the gun. Also you can add to the script this(it is not nesserary but it can help,make sure u edit some parts). set ( /*@SET_TYPES*/ "SET_VISRANGE", 4000 ); set ( /*@SET_TYPES*/ "SET_WATCHTARGET", "emplaced_aim" ); set ( /*@SET_TYPES*/ "SET_AIM", 5 ); set ( /*@SET_TYPES*/ "SET_SHOT_SPACING", 300 ); I hope this helped. Originally posted by Bell would a script for the stormtrooper work as in; //Generated by BehavEd rem ( "usegun" ); affect ( "stormtrooper", /*@AFFECT_TYPE*/ FLUSH ) { set ( "SET_VIEWENTITY", "gun" ); or something . . . This will just make the NPC just look at the gun. You need the use command in order to get him use it. You can that script later on though to make the NPC look at specific direction when using the gun. Link to comment Share on other sites More sharing options...
Bell Posted September 8, 2002 Share Posted September 8, 2002 awesome!!!!!!!! thanks Link to comment Share on other sites More sharing options...
Lehik Posted September 9, 2002 Author Share Posted September 9, 2002 Hey thanks Dimi30 now it works! I've never done anything with scripts but with your explanation it was not too hard. Link to comment Share on other sites More sharing options...
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