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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 MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


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If you have any other ideas for simple scripts like this, I'd love to hear them. Also, if you guys would have any interest in me uploading a collection of animation scripts I made as well, let me know.

Username, Maksman and BenSolo like this
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Oh is it possible to make a script to make npcs like rebornboss to use the melee kata specials like kyle_boss or pull sabers away like kyle_boss? Also i would love to have you upload the animation scripts.

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is it possible to restore the other missing npc classes like the saboteur (for stealthing abilities) and jettrooper classes (so npcs can use jetpacks and can be killed because the boba fett class is immortal)

bigphil2695 likes this
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Oh is it possible to make a script to make npcs like rebornboss to use the melee kata specials like kyle_boss or pull sabers away like kyle_boss? Also i would love to have you upload the animation scripts.

Those abilties are hard coded to the npc named kyle_boss. The only way you would be able to have a different npc do them is make a different npc named kyle_boss, but you would only be able to have one kyle_boss in your game at a time. There's no easy way around this with scripts, you would need a much more complicated mod that changes the game code to be able to have multiple npcs with kyle_boss's abilities.

bigphil2695 likes this
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is it possible to restore the other missing npc classes like the saboteur (for stealthing abilities) and jettrooper classes (so npcs can use jetpacks and can be killed because the boba fett class is immortal)

As far as I know, those npc classes work fine. All you need to do is make a new npc with the class CLASS_ROCKETTROOPER or CLASS_SABOTEUR and they will use those abilities. Plus you can use this mod to make boba fett class npcs killable.

Maksman likes this
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Those abilties are hard coded to the npc named kyle_boss. The only way you would be able to have a different npc do them is make a different npc named kyle_boss, but you would only be able to have one kyle_boss in your game at a time. There's no easy way around this with scripts, you would need a much more complicated mod that changes the game code to be able to have multiple npcs with kyle_boss's abilities.

understood thank you for this gold, also because of this i found out how to use the wander one like in t2_wedge.

Nikomaru14 likes this
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This helps a lot. Thanks! Whenever I spawn Darth Vader to fight with, he somehow gets like 0 Armor rating lol, so this will help with having longer, more challenging duels!

Maksman and Nikomaru14 like this
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This is excellent work!  Can you make a script to add or take away a lightsaber from a spawned npc?  How about give force all?

Thank you! I don't think there is any way to give a lightsaber to a npc that doesn't have one through scripts. The only way to take away one would be by using my script no_weapon on them. Give force all would be possible, I will add it when I update this mod after I figure out how to fix no_force.

Maksman likes this
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btw I'm interested on those anim scripts you mentioned. Would be nice with optional looping. One example of useful looping is with the "using terminals" animation, where the npc is "interacting" with an imperial terminal or something with buttons.

Maksman likes this
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btw I'm interested on those anim scripts you mentioned. Would be nice with optional looping. One example of useful looping is with the "using terminals" animation, where the npc is "interacting" with an imperial terminal or something with buttons.

Ok so how the animation scripts work, I call them animations but most of them are just static stances for the npc to pose and stay in (for example a bunch of different ways to sit, stand, lay, on their knees, etc), but I do have several that are real animations like you mention typing on a terminal, getting force choked, dancing etc. How those work is they loop indefinitely until you run the script stop_anim, which then returns them to their normal standing position. I'm still finishing up some of the scripts like I'm trying to make an idle talking animation that looks natural and may attempt to make another dance sequence. But you'll probably see them up here this weekend or next.  

Username likes this
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Um do you think you could add a script to turn noclip off on npcs?

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.

bigphil2695 and Maksman like this
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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.

Thank you.

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Ok so how the animation scripts work, I call them animations but most of them are just static stances for the npc to pose and stay in (for example a bunch of different ways to sit, stand, lay, on their knees, etc), but I do have several that are real animations like you mention typing on a terminal, getting force choked, dancing etc. How those work is they loop indefinitely until you run the script stop_anim, which then returns them to their normal standing position. I'm still finishing up some of the scripts like I'm trying to make an idle talking animation that looks natural and may attempt to make another dance sequence. But you'll probably see them up here this weekend or next.  

noice. The poses are useful as well.

Maksman likes this
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I have a few ideas for scripts to add. You should have one with to stop them from being calm, another to cancel out ignore, one to set the to teams free and neutral, and another to stand up after you tell them to crouch.

 

other than that 10/10 work

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Code for making Boba Fett classes killable:  npc spawn boba_fett bobafett then type runscript bobafett killable 

You need to type in the npc name twice for it to detect the target.

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Sorry, this comment is 3 years too late but only know did I know of the existance of these scripts. Thank you so much! I've been enjoying self-made single player battles for a long time but with this it will become amazing!

Probably a low chance that you still take requests Nikomaru but would it be possible to create a script that would let an npc follow you even if you are on the other side of the map. So make the distance required between the 2 of you limitless, making it follow you whenever a jedi for example is not in combat-mode? (Current similar script is about how far the npc stands away from you when following you, but my issue sometimes is I have to go through the area after a battle to pickup anyone still alive and have them follow me). Would be a great one imho.

 

 

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