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How do I make Class Boba_fett die??


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contact @@Serenity937 about the engine strings. Otherwise... Yu can make like a CLASS_ROCKETROOPER and program NPC file like rocketrooper2officer.npc, but he cannot use rapid fire blaster, disrutptor and flametrhwoer together, only blaster or another weapon.

the solution: in your map,. yu can make an angerscript that change weapon and behaviour of boba after a certain amount of second.. and looping :)

Other soluction: kill boba with icarus script, in your map, when boba die, start the deathscript with "kill "Bobafett" parameter.

You need  to set in map for NPC boba entity the command NPC_targetname Bobafett and targetname Bobafett too. 

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The easy method,(but this may cause problems in the boba level on jka)

 

in NPC_SPAWN.CPP search for this 

// Can't Kill Boba

and you will find this 

else if ( ent->client->NPC_class == CLASS_BOBAFETT )
	{//set some stuff, precache
		ent->client->ps.forcePowersKnown |= ( 1 << FP_LEVITATION );
		ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
		ent->client->ps.forcePower	= 100;
		ent->NPC->scriptFlags		|= (SCF_NAV_CAN_FLY|SCF_FLY_WITH_JET|SCF_NAV_CAN_JUMP);
		NPC->flags					|= FL_UNDYING;		// Can't Kill Boba
	}

 and change it to this

else if ( ent->client->NPC_class == CLASS_BOBAFETT )
	{//set some stuff, precache
		ent->client->ps.forcePowersKnown |= ( 1 << FP_LEVITATION );
		ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
		ent->client->ps.forcePower	= 100;
		ent->NPC->scriptFlags		|= (SCF_NAV_CAN_FLY|SCF_FLY_WITH_JET|SCF_NAV_CAN_JUMP);
		//NPC->flags					|= FL_UNDYING;		// Can't Kill Boba
	}

basically remove the  flag

FL_UNDYING

compile the code and boba is mortal  :winkthumb:

 

 

mine looks like this 


	else if ( ent->client->NPC_class == CLASS_BOBAFETT )
	{//set some stuff, precache
		ent->client->ps.forcePowersKnown |= ( 1 << FP_LEVITATION );
		ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
		ent->client->ps.forcePower	= 100;
		ent->NPC->scriptFlags		|= (SCF_NAV_CAN_FLY|SCF_FLY_WITH_JET|SCF_NAV_CAN_JUMP);
		NPC->flags					|= FL_UNDYING;		// Can't Kill Boba
	}
	else if ( ent->client->NPC_class == CLASS_MANDO )
	{//set some stuff, precache
		ent->client->ps.forcePowersKnown |= ( 1 << FP_LEVITATION );
		ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
		ent->client->ps.forcePower	= 100;
		ent->NPC->scriptFlags		|= (SCF_NAV_CAN_FLY|SCF_FLY_WITH_JET|SCF_NAV_CAN_JUMP);
	}

with the new mando class but still keeping bobafett as intended,this allows me to add mando class in the game and he can die.Obviously adding a new class is a bit more complicated ,but non too difficult if your doing it for a mod

liosk and Asgarath83 like this
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Nice explanation, @@Serenity937 !

Yes, the problem can be in t3_bounty level: boba fett can be kill by jaden and so the end cutscene not run LOOOL.

It's easy to fix: simply, use Icarus to edit the scripts of t3_bounty and add to Bobafett on that's level the command: SET_Undying: True as spawnscript. (so, need also an edit of the entity BSP file.  O.o )  if boba get already the spawnscript on t3_bounty in all 3 entities (if i remember good, there are 3 NPC_bobafett entity into the level, yu need simply to edit the spawn script with Behaved :D

 

@@Unknowing

 

@@Serenity937 : i am not forget of you for code help, but at moment i am endign the efx of the elemental swords of my mod and Npc files configuration. after i pass to code. ;)

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