P4zL22 Posted October 2, 2018 Posted October 2, 2018 Lately most of the NPC's I'm doing by the NPC-Tool don't hit me any longer with their shots. They are shooting above my head. It seems the NPC's are thinking my playermodel would be much taller. Anyone ever had that problem? Does someone know how to fix that?I don't know how to post a screenshot here, could someone explain it to me? I think if someone can see what my problem is, it will get clearer. I didn't know how to get a screenshot in here, so i uploaded it. Here is the Link:https://jkhub.org/files/file/3503-screenshot-npcs-aiming-too-high/ Maybe someone can help me now Yours sincerely,
Circa Posted October 3, 2018 Posted October 3, 2018 To share images here, you have to upload via a third party site like Imgur and click the image button to post the link to it. I will post yours for you here, since you took the time to submit your image as a file, and delete it from there. Can you show us your NPC files so we can see what's going on?
P4zL22 Posted October 4, 2018 Author Posted October 4, 2018 Thank you :-) So, this is how it looks in the game.and here my npc files for those models: 1. The imperial technician (grey guy in the middle) imptech{fullName "imptech"playerModel imp_techMweapon WP_BLASTER_PISTOLrank ensignaim 4intelligence 5reactions 4playerTeam TEAM_ENEMYenemyTeam TEAM_PLAYERclass CLASS_IMPWORKERhealth 50yawSpeed 120walkSpeed 55runSpeed 200snd io1sndcombat io1sndextra io1sndjedi io1} 2. The imperial gunner (black-dressed guy on the left) impgunner{playerModel gunnerheight 48headPitchRangeDown 30weapon WP_BLASTERrank crewmanaggression 4aim 4playerTeam TEAM_ENEMYenemyTeam TEAM_PLAYERsnd worker2sndcombat worker2sndextra worker2} 3. Vizam (guy on the right side) vizam{fullName "vizam"playerModel Vizamweapon WP_BOWCASTERrank ltjgaggression 4aim 4evasion 4move 4reactions 4playerTeam TEAM_ENEMYenemyTeam TEAM_PLAYERclass CLASS_WEEQUAYhealth 90yawSpeed 140walkSpeed 55runSpeed 200snd weequaysndcombat weequaysndextra weequaysndjedi weequay} It's not a problem with a mod. I tried doing them on another pc with a new installation and I got exactly the same problem.
NumberWan Posted October 5, 2018 Posted October 5, 2018 I came across this problem at least twice: the first one being the model I played for – it was a fan-made character, and JO/JA models would aim at something else instead of the Player model, somewhere above the head. I might assume it has something to do with tags in the model of the Player. The second time happened with the classic Weequay NPC and its original model: we made a script, that made the NPC use their bowcaster. Instead of shooting a certain target, Weequay would aim somewhere in the ceiling or so. The target wasn't NPC or Player – it was sort of model_misc or similar to target_. In your screenshots you use the classic Jaden model, so why this problem occured – that's a question.
P4zL22 Posted October 5, 2018 Author Posted October 5, 2018 An interesting fact is, that this problem just occurs with some of the models.Some just work fine, while others aim somewhere else. There are no differencies in the npc files of a functioning and a non-functioning NPC.I think it has something to do with the model-files themselves.
P4zL22 Posted January 27, 2019 Author Posted January 27, 2019 Does really nobody know how to solve that?
Daedra Posted January 27, 2019 Posted January 27, 2019 Do those playermodels do the same thing for EVERY weapon? Or is it only happening with the specific weapon they have currently equipped? If the playermodels do the same thing for EVERY weapon, it could be either A) a playermodel problem (unlikely) or B) a global setting for the weapons (most likely). If the playermodels do it for only the one weapon that's equipped, it can be either A) a playermodel problem (likely) or B) a weird setting in the .dab file of the weapon (also likely).
P4zL22 Posted February 16, 2019 Author Posted February 16, 2019 They do the same for every weapon. Where do I change those global settings or how can I compare them to working models?
P4zL22 Posted July 7, 2019 Author Posted July 7, 2019 I found out that, if I use the model.glm file of a functioning playermodel the problem does not occur - the npc is aiming right then, but of course if you do that you have a problem with the skin of the playermodel now. I just want to say maybe it is something in that model.glm file that causes this trouble. Could that be possible? Any ideas?
Alvar007 Posted July 7, 2019 Posted July 7, 2019 The problem is within the playermodel's .glm themselves. I was just having this problem right now with the Death Watch pack released by JAWS, the npcs were aiming too high. I opened the models in blender and saw that they had no head tags. So I imported the head tags from the kyle model and now they work just fine. Try to open them in blender and see what's wrong or if you don't know how to do it I can take a look at them for you, just send them over.
The Punisher Posted July 8, 2019 Posted July 8, 2019 Check this https://jkhub.org/topic/11257-frankenstein-model-head-problem/?do=findComment&comment=153499
P4zL22 Posted July 10, 2019 Author Posted July 10, 2019 Thank you! This really looks like the solution to that problem.I'm gonna try it :-)
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