Madjai Posted September 22, 2002 Share Posted September 22, 2002 im trying to figure out how, in SP, can you give a character that uses weapons a lightsaber instead... is it possible? Link to comment Share on other sites More sharing options...
idontlikegeorge Posted September 23, 2002 Share Posted September 23, 2002 im pretty sure they gotta be a certain class, like reborn, jedi, etc. Link to comment Share on other sites More sharing options...
Covax Posted September 23, 2002 Share Posted September 23, 2002 From what I understood basically you can't for the SP Game. If you create a new map and script characters in, then you can give them whatever weapons you want, like the Emperor's Courthouse/Deathstar maps. Howeer if you edit the Class in the.. I think NPCS.cfg file... that will change what an NPC is, you can try it. I know Quigon007 in his Episode 3 map had turned Tavion into Bobafet and gave him/her a blaster. You can always ask him how he did it. Link to comment Share on other sites More sharing options...
Sepulman Posted September 23, 2002 Share Posted September 23, 2002 I think that was done by giving the npc a blaster in the .ibi script, problem is that that can only be done with npcs that have a npc_targetname assigned to them in the particular map, wich means there must already be an ibi script that affects them, which means that probably all major npc's have targetnames, but the minor ones (like stormies, weequay, etc) wouldn't unless they would do some scripted action. The other option involves hex editing your gamex dll and creating a specific patch of some sorts. Link to comment Share on other sites More sharing options...
Madjai Posted September 24, 2002 Author Share Posted September 24, 2002 yea ok i figured it out, your right about the ibi files. just used BehavEd to compile a new .ibi file and gave jan a saber and force powers, lots of fun =) thanks for you help guys. Link to comment Share on other sites More sharing options...
Remyz Posted October 2, 2002 Share Posted October 2, 2002 Say Madjai, can you post the BehaveEd code that you used to give Jan a saber and force powers? Would this compiled code then be a new npc class or what? Link to comment Share on other sites More sharing options...
Emon Posted October 6, 2002 Share Posted October 6, 2002 There seems to be some confusion here... The NPC class is what defines most of the behavior for the NPC, it tells the game what AI to use. It also defines lightsaber hilts as well (the model used). You cannot create new or modify NPC classes. What you CAN do is use ICARUS and the paramaters in NPCs.CFG to define the other attributes of the NPC. If you give a stormtrooper a lightsaber with an ICARUS script, it will by default (I *think*) change it's behavior and/or class to the one that uses that weapon. For the lightsaber, it probably takes on the class of a Reborn, not sure. Link to comment Share on other sites More sharing options...
Covax Posted October 7, 2002 Share Posted October 7, 2002 Well... It's kinda weird. For example, I made Tavion a 'Kyle' class (with Notepad) to see if she could have Kyle's sword (a katana in my mod). She did, and she attacked like the kyle-bot would but she did NO damage even when she was classified (or alligned or whatever) as an Enemy. Link to comment Share on other sites More sharing options...
Remyz Posted October 7, 2002 Share Posted October 7, 2002 Emon , say I write an Icarus script which defines other attributes of a npc, what do I call this script and what parameters in the NPCs.npc file would I use to call this script? And Covax, you should change Tavion's class to reborn/tavion/desann. A npc with class "kyle" cannot be classified as an enemy. If you do this, they will attack with their saber deactivated - but in your case, the sword looks the same even when deactivated (I hope you can understand what I am trying to say here). Link to comment Share on other sites More sharing options...
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