Cerez Posted July 17, 2014 Posted July 17, 2014 I'm sure this question has been asked a million times, but how does one load a custom (third party) NPC into a map with GTKRadiant? The only options I see are the default NPCs and the player's character from the game.
Cerez Posted July 17, 2014 Author Posted July 17, 2014 Use English language. ... care to elaborate? :/ Asgarath83 likes this
mrwonko Posted July 17, 2014 Posted July 17, 2014 /*QUAKED NPC_spawner (1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY SAFE DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it CINEMATIC - Will spawn with no default AI (BS_CINEMATIC) NOTSOLID - Starts not solid STARTINSOLID - Don't try to fix if spawn in solid SHY - Spawner is shy SAFE - Won't spawn if an entity is within 64 units NPC_type - name of NPC (in npcs.cfg) to spawn in targetname - name this NPC goes by for targetting target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?) target2 - Fired by stasis spawners when they try to spawn while their spawner model is broken target3 - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them) If targeted, will only spawn a NPC when triggered count - how many NPCs to spawn (only if targetted) default = 1 delay - how long to wait to spawn after used wait - if trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2) NPC_targetname - NPC's targetname AND script_targetname NPC_target - NPC's target to fire when killed NPC_target2 - NPC's target to fire when knocked out NPC_target4 - NPC's target to fire when killed by friendly fire NPC_type - type of NPC ("Borg" (default), "Xian", etc) health - starting health (default = 100) "noBasicSounds" - set to 1 to prevent loading and usage of basic sounds (pain, death, etc) "noCombatSounds" - set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.) "noExtraSounds" - set to 1 to prevent loading and usage of "extra" sounds (chasing the enemy - detecting them, flanking them... also jedi combat sounds) spawnscript - default script to run once spawned (none by default) usescript - default script to run when used (none by default) awakescript - default script to run once awoken (none by default) angerscript - default script to run once angered (none by default) painscript - default script to run when hit (none by default) fleescript - default script to run when hit and below 50% health (none by default) deathscript - default script to run when killed (none by default) These strings can be used to activate behaviors instead of scripts - these are checked first and so no scripts should be names with these names: default - 0: whatever idle - 1: Stand around, do abolutely nothing roam - 2: Roam around, collect stuff walk - 3: Crouch-Walk toward their goals run - 4: Run toward their goals standshoot - 5: Stay in one spot and shoot- duck when neccesary standguard - 6: Wait around for an enemy patrol - 7: Follow a path, looking for enemies huntkill - 8: Track down enemies and kill them evade - 9: Run from enemies evadeshoot - 10: Run from enemies, shoot them if they hit you runshoot - 11: Run to your goal and shoot enemy when possible defend - 12: Defend an entity or spot? snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code medic - 15: Go for lowest health buddy, hide and heal him. takecover - 16: Find nearest cover from enemies getammo - 17: Go get some ammo advancefight - 18: Go somewhere and fight along the way face - 19: turn until facing desired angles wait - 20: do nothing formation - 21: Maintain a formation crouch - 22: Crouch-walk toward their goals delay - after spawned or triggered, how many seconds to wait to spawn the NPC */In short, place an NPC_Spawner and set its NPC_Type to the name of your NPC. Asgarath83 and Cerez like this
Cerez Posted July 17, 2014 Author Posted July 17, 2014 Oh, I getcha! There is an item called the NPC_spawner in the NPC list, and this can be assigned to any custom NPC by name (by adding the NPC_type key-value pair). Thanks, Mrwonko.
NumberWan Posted July 24, 2014 Posted July 24, 2014 And here rises a question, which bothers a lot: These strings can be used to activate behaviors instead of scripts - these are checkedfirst and so no scripts should be names with these names:default - 0: whateveridle - 1: Stand around, do abolutely nothingroam - 2: Roam around, collect stuffwalk - 3: Crouch-Walk toward their goalsrun - 4: Run toward their goalsstandshoot - 5: Stay in one spot and shoot- duck when neccesary... I've used NPC_spawners quite often, on most of my maps. But "this one eludes me", as 8T88 said.What is the command for these strings? For instance, it's clear that use print "health - 300", or "targetname - my_goal_name". For func_breakable it is "material - 3".
Ramikad Posted July 24, 2014 Posted July 24, 2014 "Familiar, yes?"I believe they can be used with the various "spawnscript", "usescript", "awakescript", "angerscript", "attackscript", "victoryscript", "lostenemyscript", "painscript", "fleescript", "delayedscript", "blockedscript", "ffirescript", "ffdeathscript", "mindtrickscript", or perhaps a selection of these. Haven't really tested them, but as the description says, they're used to activate behaviors instead of scripts, that generally are started and executed on NPCs with these strings.
Asgarath83 Posted July 25, 2014 Posted July 25, 2014 And here rises a question, which bothers a lot: I've used NPC_spawners quite often, on most of my maps. But "this one eludes me", as 8T88 said.What is the command for these strings? For instance, it's clear that use print "health - 300", or "targetname - my_goal_name". For func_breakable it is "material - 3".func breakable:key materialvalue : the number you desire of material you want to use for chunks and explosion.spawnflag NPC_SpawnerKey: spawnflagsvalue: the number of the behavour you desire, simply spawnflag 1, spawnflag 2, spawnflag 8, etc. NumberWan and Agent Jones like this
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now