clu Posted March 22, 2003 Share Posted March 22, 2003 I have a number of new NPCs in my SP mod that I want to assign different sabers to. Is it just a case of creating a new "saber_modelname" directory in the "/models/weapons2" directory or is there something else that needs to be edited? -clu Link to comment Share on other sites More sharing options...
X_Fighter Posted March 22, 2003 Share Posted March 22, 2003 It is not possible yet to have unique sabers in SP because you need the source code Mp you can with mods like JediMod or Promod (i think) because the Mp code is out Link to comment Share on other sites More sharing options...
clu Posted March 22, 2003 Author Share Posted March 22, 2003 Thanks much for the reply. OK, I have a follow-up question: In order to get my custom NPC to hold a saber, I needed to name him "reborn_whatever". Without "reborn" in the beginning of the name, he only used blasters for some odd reason. Naturally, he inherited the reborn's saber hilt. Is there a way to make one of my custom NPCs "desaan_whatever" and have him inherit Desann's unique saber? I haven't tried it yet but I was just curious if I'm going about this the right way. -clu Link to comment Share on other sites More sharing options...
X_Fighter Posted March 22, 2003 Share Posted March 22, 2003 yes that going the right way also these would work for other e.g Rebelsolo would get you a blaster carrying han solo using these at the beginning of the name and on the class will spawn them with certain weapons Luke- his saber Desann- his saber Reborn - u get the idea jedi- the same saber as reborn but for good guys Weequay-a bowcaster Rebel-blaster rifle St (stormtrooper)- same as rebel but for bad guys that is all that is known so far Link to comment Share on other sites More sharing options...
clu Posted March 22, 2003 Author Share Posted March 22, 2003 That's really, really helpful, thanks. That will be enough unique sabers for the mod I'm working on, it's just too bad Raven limits SP development so much. It's a really cool engine with a lot of potential, but just not a whole lot of flexibility. Thanks again. -clu Link to comment Share on other sites More sharing options...
Covax Posted March 23, 2003 Share Posted March 23, 2003 For the Blade Mod I'm goign to cheat and release it in seperate 'Chapters'. That'll boost the number of different melle weapons I can use in the overall story. For example, we'd have a hypothetical 'Boss' somewhere in each chapter would each be based on Desann but with a different sword/staff and some tweeked settings/animations. Link to comment Share on other sites More sharing options...
clu Posted March 23, 2003 Author Share Posted March 23, 2003 Cool, Covax. I'd be really curious to know how you do that. Are you going to have seperate PK3s and just load one mod level into another? I actually was trying to get Luke to be my enemy so that I could have another unique saber to fight against, but when I made him an enemy in npcs.cfg, he spawned with a blaster. -clu Link to comment Share on other sites More sharing options...
Covax Posted March 24, 2003 Share Posted March 24, 2003 Technically it'd be seperate PK3's saved into different folders. GameData/KoD0/ (the 'demo') GameData/KoD1/ (the first 'chapter') GameData/KoD2/ (the second 'chapter') GameData/KoDMP/ (the multiplayer) Hypothetically with each release they'rd be an 'upgrade' to what's available for the MP, skins and weapons and such, so you'd be encouraged to copy the Charcters1.pk3 (for example) from the /KoD1/ folder to the /KoDMP/ or /base/ directory. This is all theory though, based on what I though would with the 'Emperor's' levels. Link to comment Share on other sites More sharing options...
clu Posted March 24, 2003 Author Share Posted March 24, 2003 That's cool, I'm going to probably give it a try. Don't be surprised if I post back trying to figure out how to do level changes between mods. Thanks. -clu Link to comment Share on other sites More sharing options...
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