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SP Playermodel Scale


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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
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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.
 

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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

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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.

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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.

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You can see Yoda (player) scaled down via NPC in SP against another (spawned)  NPC.

 

 

 

 

mUGaVl5.jpg

 

 

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
}

 

 

RebelChum and Smoo like this
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You can see Yoda (player) scaled down via NPC in SP against another (spawned)  NPC.

 

 

 

 

mUGaVl5.jpg

 

 

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?

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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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