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Singleplayer Runscripts

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About This File

A collection of scripts for use in single player. If you like playing around and spawning enemies and allies to fight in singleplayer, this mod is for you!

 

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-To install, simply put the niko_scripts.pk3 in the Gamedata/base folder.

 

-To use a script:
*First spawn an npc using the command "npc spawn (npc) (name)" in the console, for example "npc spawn stormtrooper bob". You must name each npc something different for it to work properly.
*Use the command "runscript (npc name) (script name)", for example "runscript bob no_weapon"

 

List and description of each script:

 

altfire - npc will use alt fire only
no_altfire - npc will use normal fire only
no_weapon - empties npc's hands and makes them stand still
no_force - takes away all force powers from an npc (*not exactly how I wanted it to work, may need revising)

 

armor0 - sets npc's armor level to 0
armor50 - gives npc 50 armor
armor100
armor200
armor500
armor1000
armor2000
armor3000
armorinf - gives npc infinite armor, they cannot die

 

shoot1 - makes npc shoot very fast
shoot2
shoot3
shoot4 - about normal speed
shoot5 - makes npc shoot slower

 

dist-1 - sets distance that friendly npcs follow you to extremely close
dist0 - normal following distance
dist2
dist3
dist4 - farthest distance for npc allies to follow you

 

invince - npc cannot take damage and cannot die
killable - npc can be killed, can be used on boba fett class
no_fall - npc does not take fall damage and cannot die from falling
undying - npc still takes damage but cannot die

 

calm - makes npc forget current target and lower weapon
crouch - makes npc crouch
lookatme - makes npc look at you, eyes follow you
dont_follow - npc will not follow you
follow_player - npc will follow you

 

switch_player - switches npc to player team, friendly
switch_enemy - switches npc to enemy team

 

ignore_all - makes npc ignore everything and just stand still, turns off ai for that npc
ignore_enemy - npc will ignore all enemies and not attack but act normally otherwise
notarget - this npc cannot be targeted by other npcs, npcs will not attack them
noclip - turns on noclip for npc

This file is not developed, distributed, or endorsed by Activision Publishing, Inc., Raven Software, Lucasfilm Ltd., Disney, Inc., or any of their affiliated entities. All trademarks, copyrights, and intellectual property rights belong to their respective owners. Star Wars®, Jedi®, and Jedi Knight® are registered trademarks of Lucasfilm Ltd.™ and Disney, Inc.™. This file is intended for educational, non-commercial, or fan-based use under the principles of fair use. No copyright infringement is intended. Any claims of ownership or DMCA takedown requests can be submitted here.


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DarthValeria

Posted

On 3/1/2017 at 11:20 PM, Nikomaru14 said:

Yes definitely! Actually I thought I had one before at some point, but it must have got lost in my files somewhere o.0  I'll include it when I update this file which should be in the next couple days or so. It might be a good idea to click the "follow this file" button under download so it notifies you when I post the update, at least I think that's how it works.

Any updates on turning off noclip?

DarthValeria

Posted

For the ones whose wonder about disabling noclip for targeted npcs

My friend Linken guided me about behaved scripting

And I wrote this

 

//Generated by BehavEd

rem ( "Disable noclip" );
set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" );
set ( /*@SET_TYPES*/ "SET_IGNOREPAIN", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "false" );
 

Now we can easily disable noclip for npcs


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