RebelChum Posted January 15, 2018 Posted January 15, 2018 Concept: Possibly have the main character in an SP mission be either shorter or taller than the default value. Is there a way to define the modelscale of the player in either the newgame_first.menu or via icarus scripting?
The Punisher Posted January 15, 2018 Posted January 15, 2018 Model scale can be set via NPC. I think the parameter is Scale nnn (where nnn is the percent pf the height, been 100 the normal size, 90 would be shorter and 110 would be taller). There are a few posts about this.
Ramikad Posted January 15, 2018 Posted January 15, 2018 I've experimented a bit with it in the past, but it seems to half-work. Strangely enough even scaling down the player NPC doesn't seem to have any effect during the gameplay, but on the other hand it works perfectly with the other NPCs. The reduced scale seems to only affect the player during cutscenes, and that's another can of worm, because the animations are almost completely messed up. I haven't tried any script though, so if the model scale command in BehavED works: //(BHVD) set ( /*@SET_TYPES*/ "SET_SCALE", 0.000 ); then it could be used to rescale the player during gameplay as well. Langerd likes this
Xioth Posted January 15, 2018 Posted January 15, 2018 Yeah, make sure to open the .npc file with notepad, then add in a line. Example, this is one of my npc's: Warrior_of_Light{ fullName "Warrior" playerModel WarriorOfLight weapon WP_SABER saber Braveheart saber2 Shield_of_Light saberStyle 6 FP_LEVITATION 3 FP_HEAL 3 FP_PULL 3 FP_PUSH 3 FP_SEE 3 FP_SPEED 3 FP_PROTECT 3 FP_ABSORB 3 FP_SABER_DEFENSE 3 FP_SABER_OFFENSE 3 FP_SABERTHROW 3 forcePowerMax 700 forceRegenAmount 150 forceRegenRate 150 rank commander reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY class CLASS_KYLE snd WoL sndcombat WoL sndjedi WoL health 3000 yawSpeed 140 walkSpeed 55 runSpeed 200} notice no "scale" in there, but by changing it. Warrior_of_Light{ fullName "Warrior" playerModel WarriorOfLight weapon WP_SABER saber Braveheart saber2 Shield_of_Light saberStyle 6 FP_LEVITATION 3 FP_HEAL 3 FP_PULL 3 FP_PUSH 3 FP_SEE 3 FP_SPEED 3 FP_PROTECT 3 FP_ABSORB 3 FP_SABER_DEFENSE 3 FP_SABER_OFFENSE 3 FP_SABERTHROW 3 forcePowerMax 700 forceRegenAmount 150 forceRegenRate 150 rank commander reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY class CLASS_KYLE snd WoL sndcombat WoL sndjedi WoL health 3000 yawSpeed 140 walkSpeed 55 runSpeed 200 scale 120} now there is, and he'll be slightly taller when you spawn him in the game. Normal scale is 100, anything below or higher then 100 will change the default scale of that specific NPC.
Langerd Posted January 15, 2018 Posted January 15, 2018 I've experimented a bit with it in the past, but it seems to half-work. Strangely enough even scaling down the player NPC doesn't seem to have any effect during the gameplay, but on the other hand it works perfectly with the other NPCs. The reduced scale seems to only affect the player during cutscenes, and that's another can of worm, because the animations are almost completely messed up. I haven't tried any script though, so if the model scale command in BehavED works: //(BHVD) set ( /*@SET_TYPES*/ "SET_SCALE", 0.000 ); then it could be used to rescale the player during gameplay as well.Also i want to point out that scaling screws up the model's hitbox for some reason. Like if enemy is giant - to get headshot on him we must shot his chest instead.. which ia weird
RebelChum Posted January 15, 2018 Author Posted January 15, 2018 So it seems that the only way to make the protagonist taller or shorter is to adjust the height of surrounding NPCs? Or is there an entry in the .npc file that governs “player”? Isn’t that entry typically used for fakeplayer cutscene duplicates? How did you get it to work, @@Ramikad ?
Ramikad Posted January 15, 2018 Posted January 15, 2018 I simply modified the scale of the Player NPC, although it only worked in cutscenes and didn't affect the actual gameplay. Haven't tried the aforementioned BehavED command though, so if that works you could theoretically modify the mission start scripts so that they change the player scale during the gameplay as well.
RebelChum Posted January 16, 2018 Author Posted January 16, 2018 I simply modified the scale of the Player NPC, although it only worked in cutscenes and didn't affect the actual gameplay. Haven't tried the aforementioned BehavED command though, so if that works you could theoretically modify the mission start scripts so that they change the player scale during the gameplay as well.Hmm, per this other thread - https://jkhub.org/topic/4385-cheatcommand-help-scalesize/ - I guess it doesn’t work. If you do /playermodel jawa in SP you become short per the .npc file, right? I wonder if it’s possible to force that command for a different npc via scripting.
The Punisher Posted January 16, 2018 Posted January 16, 2018 You can see Yoda (player) scaled down via NPC in SP against another (spawned) NPC. NPC File Yoda_TFU { playerModel YodaTFU weapon WP_SABER saber single_32 saberColor green saberstyle 1 FP_HEAL 3 FP_LEVITATION 3 FP_SPEED 3 FP_PUSH 3 FP_PULL 3 FP_TELEPATHY 3 FP_GRIP 0 FP_LIGHTNING 0 FP_SABERTHROW 3 FP_RAGE 0 FP_PROTECT 3 FP_ABSORB 3 FP_DRAIN 0 FP_SEE 3 FP_SABER_DEFENSE 3 FP_SABER_OFFENSE 3 forcePowerMax 400 forceRegenAmount 400 forceRegenRate 50 rank commander reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 scale 45 width 11 crouchheight 22 playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY class CLASS_KYLE health 1000 earshot 5000 visrange 5000 hfov 160 vfov 90 vigilance 1 hfov 180 vfov 180 runSpeed 250 // race human snd YodaTFU sndcombat YodaTFU sndjedi YodaTFU dismemberProbHead 0 dismemberProbArms 0 dismemberProbLegs 0 dismemberProbHands 0 dismemberProbWaist 0 } Smoo and RebelChum like this
RebelChum Posted January 17, 2018 Author Posted January 17, 2018 You can see Yoda (player) scaled down via NPC in SP against another (spawned) NPC. NPC File Yoda_TFU { playerModel YodaTFU weapon WP_SABER saber single_32 saberColor green saberstyle 1 FP_HEAL 3 FP_LEVITATION 3 FP_SPEED 3 FP_PUSH 3 FP_PULL 3 FP_TELEPATHY 3 FP_GRIP 0 FP_LIGHTNING 0 FP_SABERTHROW 3 FP_RAGE 0 FP_PROTECT 3 FP_ABSORB 3 FP_DRAIN 0 FP_SEE 3 FP_SABER_DEFENSE 3 FP_SABER_OFFENSE 3 forcePowerMax 400 forceRegenAmount 400 forceRegenRate 50 rank commander reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 scale 45 width 11 crouchheight 22 playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY class CLASS_KYLE health 1000 earshot 5000 visrange 5000 hfov 160 vfov 90 vigilance 1 hfov 180 vfov 180 runSpeed 250 // race human snd YodaTFU sndcombat YodaTFU sndjedi YodaTFU dismemberProbHead 0 dismemberProbArms 0 dismemberProbLegs 0 dismemberProbHands 0 dismemberProbWaist 0 } So essentially in the newgame_first.menu you just set the g_char_model to one of the .npc names and the player will inheret the scale from the .npc file?
The Punisher Posted January 17, 2018 Posted January 17, 2018 So essentially in the newgame_first.menu you just set the g_char_model to one of the .npc names and the player will inheret the scale from the .npc file? I don't. Since I play each mission with a different model/skin I just use playermodel with the npc name at the start of each mission.
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