MusicForThePiano Posted April 10, 2017 Posted April 10, 2017 So I'm starting this thread to query anyone who knows or has any of these laying around. The base JASP game has 7 creatures. 2 are vehicles, the rest are enemies.howler (yavin lizard)sand burrowerwildtauntaunwampatauntaun (with harness)rancormutant rancor With mods, there are quite a few more that I have and know of: glider (jedi outcast)minemonster (jedi outcast) banthadewbackeopie (with harness)eopie wildstreedsbattlestreedshorses (NDA)dragons (NDA)kalek's / lusczk's rancorsdianoga (DFMOD2008)mailoc (MOTS mod)krayt dragon (JKA galaxies)acklay_mst (vehicle and enemy)reek (vehicle)nexu (enemy)terentatek (enemy)spider model (some mods have it)trex (MB2 vehicle)raptors (MB2 and jurancor park, enemy)pteranodon (MB2 vehicle)alien xenomorph (enemy)facehugger (enemy) there's a shark here but it doesn't do anything. I'm wondering, the dianoga npc also drowns if you put it in water, is there a way with NPC tool to create an enemy that doesn't drown underwater? There is a CLASS_FISH and a type flyswim but not sure if that works. Does anyone know if there are any other ones laying around? I always thought JA would be more interesting with different creatures to fight, so I've taken it on myself, like with the vehicles, to find as many as I can. I'll even take ported ones at this point lol.
Langerd Posted April 10, 2017 Posted April 10, 2017 to make dianoga not drown i suggest making for example - trigger_hurt with minus dmg in the water that works only on them . This will heal them.To be honest making animals for JK is even harder than vehicles.. Because animations for animals requires not only much much more complex animation skills - skeleton but also knowing how to make them moving natural.. Making vehicle is a lot easier
Ramikad Posted April 10, 2017 Posted April 10, 2017 Set the class to CLASS_SWAMPTROOPER (I think that's the name) and they won't drown underwater.I've experimented with the old DFmod changing the Dianoga to CLASS_WAMPA and switched Kyle's "grabbed" animation to one of the falldown poses, to reproduce the Dianoga catching Luke on the Death Star. However it would need more work in terms of animations, tags, and specifically in the DFmod, how Kyle would fight back after being grabbed. Archangel35757, NumberWan, Langerd and 1 other like this
Langerd Posted April 10, 2017 Posted April 10, 2017 Set the class to CLASS_SWAMPTROOPER (I think that's the name) and they won't drown underwater.I've experimented with the old DFmod changing the Dianoga to CLASS_WAMPA and switched Kyle's "grabbed" animation to one of the falldown poses, to reproduce the Dianoga catching Luke on the Death Star. However it would need more work in terms of animations, tags, and specifically in the DFmod, how Kyle would fight back after being grabbed.Specially that when wampa grabs You and your character holds lightsaber - wampa is one hit kill . Making dianoga for example - choping its head off or something. and to think about it - wampa also hit You with his paw when he catches You. so Dianoga would hit Us with the tentacle and there also would be bonus drowning dmg... deadly.
ZanderNao Posted April 10, 2017 Posted April 10, 2017 I have some of those including but not limited to:Bantha, Dewback, Eopie, Streeds, Dianoga, Acklay, Reek, Nexu, Terentatek, raptorshttps://www.dropbox.com/sh/lulkqni7n72m7zo/AAAC0Ot0Ti4rcQv-R_OWZnkea?dl=1I hope to round out my collection if people find more!
MusicForThePiano Posted April 10, 2017 Author Posted April 10, 2017 What is the difference between CLASS_SWAMP and CLASS_SWAMPTROOPER? Also thee is no CLASS_WAMPA in the NPC tool that I use, and the wampa.npc from the base game has no class selected on it. edit: also zander on your animal pack you are missing sounds from them, do you want them? I have sounds for acklay, nexu, teren, dianoga, mynock etc (even though there are no mynocks) Perhaps we could remodel the glider model as a mynock?
Ramikad Posted April 10, 2017 Posted April 10, 2017 What is the difference between CLASS_SWAMP and CLASS_SWAMPTROOPER? Also thee is no CLASS_WAMPA in the NPC tool that I use, and the wampa.npc from the base game has no class selected on it. No idea about the differences. As for CLASS_WAMPA, I can confirm that the Wampa NPC uses it: wampa { playerModel wampa scale 150 weapon WP_MELEE health 800 headPitchRangeDown 30 reactions 3 aim 1 move 3 aggression 3 evasion 1 intelligence 5 rank crewman playerTeam TEAM_FREE enemyTeam TEAM_FREE class CLASS_WAMPA height 128 crouchheight 80 width 30 snd wampa sndcombat wampa sndextra wampa yawspeed 80 walkSpeed 120 runSpeed 300 hfov 100 vfov 90 dismemberProbHead 0 dismemberProbArms 0 dismemberProbLegs 0 dismemberProbHands 0 dismemberProbWaist 0 } I don't use any NPC tools, so the one you are using might be incomplete. You can still text edit the .npc file directly.
minilogoguy18 Posted April 10, 2017 Posted April 10, 2017 A Xenomorph would be cool, always wanted to make one but it'd be hard with all the other things I've got going on.
Daedra Posted April 11, 2017 Posted April 11, 2017 A Xenomorph would be cool, always wanted to make one but it'd be hard with all the other things I've got going on. https://jkhub.org/files/file/1226-alien/
minilogoguy18 Posted April 11, 2017 Posted April 11, 2017 I meant more like a creature rather than a player model. Like with custom animations using the Howler NPC class as a base.
Asgarath83 Posted April 11, 2017 Posted April 11, 2017 Hello. i know a lot about classes because i work all days around they.CLASS_SWAMPTROOPER: is like stormtrooper ai, but they cannot drown on water. otherwise i noticed they however produced silly gurp sound if they are too much time in water. this is hardcoded and for making a class immune to water you need to check on the SPcode about that... i not remember now if is in g_active.cpp or in g_combat.cppCLASS_WAMPA: can grab the player, knockbackCLASS_SWAMP... not do nothing for what i see, like CLASs_GLIDER, FLIER2, MURJJ, LIZARD, CLAW, FISH. these classes are un used classed and they are never ended coded class. but as saberist they are pretty vicious boss fighter D:class FLIER is very acrobatic, CLAW is the more dangerous. i not know exactly why.i suppose they are class for deleted animal or npc or aliens or monster of JO never ended.CLASS_WAMPA is pretty weak to force lightning, like all other specific class is hardcoded and you need code skill! is not sufficient to make model and animation for a new animal or monster for have a nice monster creature... you need to code a specific class AI for this monster for act realistically. this is very difficult, also because every single monster or animal need a specific and different code, related to their skills \ attack \ weakness \ strenghts. CLASS_RANCOR: can devour player, grab, knockback if you jump up, can spit poison gas jet with specific npc mutant_rancor.also, have a letal charge attack and can slam player hitting ground with punchs. is pretty hardcoded class. you need to understyand that a animal class need also specific code for work fine if yiou want to do a vicious monster that attack player. without code the result also with better animation, skeleton and rigging, is not much good. the dragons of NDA for example have an horrible bug if they grab the player... never noticed? you are stuck and camera ever roll on itself and you can free only with noclip cheat.this because missing code... and a CLASS_DRAGON ._. Langerd likes this
MusicForThePiano Posted April 12, 2017 Author Posted April 12, 2017 Hello. i know a lot about classes because i work all days around they.CLASS_SWAMPTROOPER: is like stormtrooper ai, but they cannot drown on water. otherwise i noticed they however produced silly gurp sound if they are too much time in water. this is hardcoded and for making a class immune to water you need to check on the SPcode about that... i not remember now if is in g_active.cpp or in g_combat.cppCLASS_WAMPA: can grab the player, knockbackCLASS_SWAMP... not do nothing for what i see, like CLASs_GLIDER, FLIER2, MURJJ, LIZARD, CLAW, FISH. these classes are un used classed and they are never ended coded class. but as saberist they are pretty vicious boss fighter D:class FLIER is very acrobatic, CLAW is the more dangerous. i not know exactly why.i suppose they are class for deleted animal or npc or aliens or monster of JO never ended.CLASS_WAMPA is pretty weak to force lightning, like all other specific class is hardcoded and you need code skill! is not sufficient to make model and animation for a new animal or monster for have a nice monster creature... you need to code a specific class AI for this monster for act realistically. this is very difficult, also because every single monster or animal need a specific and different code, related to their skills \ attack \ weakness \ strenghts. CLASS_RANCOR: can devour player, grab, knockback if you jump up, can spit poison gas jet with specific npc mutant_rancor.also, have a letal charge attack and can slam player hitting ground with punchs. is pretty hardcoded class. you need to understyand that a animal class need also specific code for work fine if yiou want to do a vicious monster that attack player. without code the result also with better animation, skeleton and rigging, is not much good. the dragons of NDA for example have an horrible bug if they grab the player... never noticed? you are stuck and camera ever roll on itself and you can free only with noclip cheat.this because missing code... and a CLASS_DRAGON ._. Have you tested these out on animal NPC's? Would CLASS_FISH work for an underwater enemy. I want to make dianogas be underwater and not drown so I figured that to avoid the gurp sound I could give them this class.
Asgarath83 Posted April 12, 2017 Posted April 12, 2017 Have you tested these out on animal NPC's? Would CLASS_FISH work for an underwater enemy. I want to make dianogas be underwater and not drown so I figured that to avoid the gurp sound I could give them this class. the unique way for do that is edit this field into g_active.cpp of OPENJK code, and set dianoga as CLASS_SWAMPTROOPERCLASS_FISH unforntunately, drown. as i told, they are class without any specific code features. they exist only as name. ._. this is the code about drowning, lava acid damage and force protect resistance to acid and lava. // // check for drowning // if ( (mouthContents&(CONTENTS_WATER|CONTENTS_SLIME)) ) { if ( ent->client->NPC_class == CLASS_SWAMPTROOPER ) {//they have air tanks ent->client->airOutTime = level.time + 12000; // don't need air ent->damage = 2; } else if ( ent->client->airOutTime < level.time) {// if out of air, start drowning // drown! ent->client->airOutTime += 1000; if ( ent->health > 0 ) { // take more damage the longer underwater ent->damage += 2; if (ent->damage > 15) ent->damage = 15; // play a gurp sound instead of a normal pain sound if (ent->health <= ent->damage) { G_AddEvent( ent, EV_WATER_DROWN, 0 ); } else { G_AddEvent( ent, Q_irand(EV_WATER_GURP1, EV_WATER_GURP2), 0 ); } // don't play a normal pain sound ent->painDebounceTime = level.time + 200; G_Damage (ent, NULL, NULL, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR, MOD_WATER); } } } else { ent->client->airOutTime = level.time + 12000; ent->damage = 2; } // // check for sizzle damage (move to pmove?) // if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) { if (ent->health > 0 && ent->painDebounceTime < level.time ) { if (ent->watertype & CONTENTS_LAVA) { G_Damage (ent, NULL, NULL, NULL, NULL, 15*ent->waterlevel, 0, MOD_LAVA); } if (ent->watertype & CONTENTS_SLIME) { G_Damage (ent, NULL, NULL, NULL, NULL, 1, 0, MOD_SLIME); } } } if ((ent->health > 0) && (ent->painDebounceTime < level.time) && gi.WE_IsOutsideCausingPain(ent->currentOrigin) && TIMER_Done(ent, "AcidPainDebounce")) { if (ent->NPC && ent->client && (ent->client->ps.forcePowersKnown&(1<< FP_PROTECT))) { if (!(ent->client->ps.forcePowersActive & (1<<FP_PROTECT))) { WP_ForcePowerStart( ent, FP_PROTECT, 0 ); } } else { G_Damage (ent, NULL, NULL, NULL, NULL, 1, 0, MOD_SLIME); } }
Asgarath83 Posted April 12, 2017 Posted April 12, 2017 Add after swamptrooper the fish class and add an exception for remove gurp sound for fish class and should work. if ( ent->client->NPC_class == CLASS_SWAMPTROOPER || ent->client->NPC_class == CLASS_FISH ) or, you can add a new CLASS_DIANOGA on teams.h and register it into enum string of class list into Q3_interface.cpp BUT this require a nice code skill.
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