Daedra Posted January 4, 2016 Posted January 4, 2016 I would like to get a mod where you can spawn NPCs and instead of the good guys following the player and the bad guys standing still, they all walked around randomly around the map. The same would apply for spawning droids and creatures as they just stand still. That way I think spawning NPCs would be better, make maps more diverse if you saw NPCs actually walking around the map, like pedestrians in GTA. Bek likes this
Wasa Posted January 4, 2016 Posted January 4, 2016 Spawn any enemy NPC on any SP map, and they'll roam. It just depends on the maps.
Daedra Posted January 4, 2016 Author Posted January 4, 2016 Spawn any enemy NPC on any SP map, and they'll roam. It just depends on the maps. Yeah but i'm talking about any map and including good guys and droids.
Darth_Bothersome Posted January 5, 2016 Posted January 5, 2016 The reason that NPCs stand still on some maps and wander around on others is that the maps themselves tell NPCs where to wander. They have nodes and stuff to indicate where to go, where good cover is, and that sort of thing. As far as I remember, anyway. It's been a long time since I tried fiddling around with that. eezstreet and dark soul like this
Bek Posted January 5, 2016 Posted January 5, 2016 ^@@therfiles? I know that some mods are able to achieve a roaming npc, by using a specific set of script. However I'm curious as to if this could be achieved with npcs by changing the A.I so that they roam on their own, instead of just looking around. However I can really see this as being game-breaking. They're are certain missions that requires an npc to follow you (i.e t1_sour, yavin2). therfiles likes this
eezstreet Posted January 5, 2016 Posted January 5, 2016 @@UniqueOne did something like this. Futuza and Stoiss like this
Fuse294 Posted January 7, 2016 Posted January 7, 2016 I was going to say it sounds more like it's something in the maps script files that causes them to wander. Maksman likes this MB2 Beta Tester / MB2 FA Assistant Dev
therfiles Posted January 8, 2016 Posted January 8, 2016 Yeah unfortunately without predetermined nodes, this won't be possible. You might see this happen on official JKA SP maps because those nodes are indeed there, but as for custom maps you are kinda out of luck!
Futuza Posted January 8, 2016 Posted January 8, 2016 @@UniqueOne did something like this.And it still works with npcs in JKG to some extent with certain npcs. eg: Those vendor class guys. Most of them still sit around though. It was a bit silly at some points though, because they'd walk off the edges and kill themselves lol. therfiles likes this
the_raven Posted March 27, 2016 Posted March 27, 2016 Heh, I remember I was once learning to map Fallout 3/ NV, and there, you could assign scripted behaviours to npc, or manually set them to patrol an area by placing checkpoints. I woner if it's like that with JK as well...
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