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  1. Well with a boolean icarus script I can make a specific entity enter alt-fire mode but that would only work for that specific npc only and in that map, not whenever I npc spawned it. If I wanted to make a battalion i would have to script each one of the npcs. In jk2 the ones I can remember are: rodian2, impcommander, stofficeralt, and jan. Oh, and in JO you could create more alt-firing npcs by mixing it with the name of an already alt-firing npc (ie. rodian2_custom, or janstormtrooper...); but in jka it doesn't work. Even the stofficeralt doesn't alt-fire and that was the only thing that distinguished him from the normal stofficer.
  2. So is there any chance to get this working? I didn't think that a small npc behavior modification would be this troublesome...
  3. Well, is the altfire code 'fixable' or is it necessary to create a new one?
  4. So you're saying that the JKA alt fire code is the JO one plus an unecessary batch of code? If that was just it, we would just need to remove the useless part and leave the rest in, then we could determine which enemies used altfire based on their rank. But I figure it's not that simple.
  5. Hey, thanks for getting into it. Sorry if I don't understand most of the coding commands that are there, but you said that you're trying it on a npc with a blaster pistol? altfire doesn't work on npcs with the blaster pistol, the bowcaster and (i think) the disruptor rifle.
  6. In JA, i think that AI remains the same no matter the difficulty setting. The only thing that changes is that the base damage of ranged weapons is increased for npcs and that the player's health is reduced. Nice, it's a little nuisance that's been bugging me for a lot of time
  7. Well, JO's maps had some very tactical waypoints and enemy scripting, but it can't be all atributed to that...Someone who can create good Artificial Intelligence could probably make npcs that could manage fairly and freely on their own and in that aspect JKA's npcs felt 'dumbed down' a level from the JO ones. While being on-topic, I still remember getting mowed down in the opening of artus_detention by the alt-firing stormtroopers to the point of frustration , the variation in firing modes added to the difficulty.
  8. That's kinda weird. You'd think that there would be some kind of remains from the JO code about npc alt fire. I appreciate that you're taking a look into this, and no need to apologize for waiting, I'd really just like to get this made
  9. Sure is; you need to edit the weapons.dat file. This file is located in "assets1.pk3" in your base game directory - you need a program like PakScape to open pk3 files. Then, in the file go through the folder "ext_data" and there will be a file called weapons.dat. Open it with notepad and look for this entry: } // WP_REPEATER { weapontype WP_REPEATER weaponclass weapon_repeater weaponmodel models/weapons2/heavy_repeater/heavy_repeater.md3 weaponIcon gfx/hud/w_icon_repeater ammotype 4 ammolowcount 25 energypershot 1 firetime 50 range 8192 altenergypershot 8 altfiretime 800 altrange 8192 barrelcount 1 missileFuncName repeater_func altmissileFuncName repeater_alt_func muzzleEffect repeater/muzzle_flash altmuzzleEffect repeater/altmuzzle_flash selectSound sound/weapons/repeater/select.wav selectforce fffx/weapons/repeater/select } In the "weaponmodel" line, change the location of the default repeater model to the one you want. That's about it, if you don't understand something just ask or if you prefer I could do it for you.
  10. Thanks, if you ever get on it say something Hm, I already saw that. Some of those descriptions are wrong though, and there's no reference of the npc use of alt-fire freely; But thanks anyways.
  11. Welp, if that's the only way...Still, asking for one modder to make me a tutorial on how to code this seems like too much to ask. Although you mentioned an autoconfig file? That definately sounds like an easier route, but I'm still clueless as to what do I have to do though.
  12. *bump* Really, I'd just like some closure on the topic, even if it doesn't have a solution.
  13. Ah, well that's a completely different situation. I'm not really that deep into modding, game mechanics etc. so I really can't give you any proper advice to this. Still a temporary workaround is to use "snd (character sound file)" to change the sound to match the correct model. for example: you do "playermodel rey" and then "snd rey", next if you want to get back to the jaden model you do "playermodel (Your custom species model)" and then "snd jaden_male" or "snd jaden_fmle". This is only, as I said, a temporary fix of course.
  14. That's because the Rey npc that is used by the playermodel command doesn't have the custom sounds attached to it, so it retains the sounds from previous npc templates used by the playermodel command. You can fix that by editing the Rey npc file. If you don't know how to do it you can ask me, or if you prefer you can upload your .pk3 file so that i edit the .npc file for you. EDIT: I went to download RevanKnight's Rey Model and the npc has the custom sounds attached to it. That's strange because your issue happens by the reasons I described.
  15. Scripts? But those are for a specific targeted NPC in a specific map, right? or does it enable npc alt-fire permanently?
  16. yeah but I'm trying to make it work in-game when i use a npc spawn command. I understand that I could probably be able to achieve this by coding but i don't have the slightest idea as to what do if I resort to this method :\
  17. Doesn't matter, doesn't work with any weapon except the Disruptor and that's meant for snipers, which are already in-game (rodians, saboteurs...)I'm currently trying to make a npc with the Blaster Rifle (to shoot in bursts) and another with the repeater (to shoot concussion charges)
  18. I've already tried many combinations of ranks and classes. It doesn't do anything... the only class that uses altfire is BOBAFETT but then the npc would become invincible, have a jetpack, change weapons at will etc.
  19. You probably think my password is 'password'.

    1. Show previous comments  5 more
    2. Omicron

      Omicron

      correct horse battery staple

    3. JAWSFreelao
    4. Cerez

      Cerez

      Hahaha! Genius! :D -- Stop changing your password! Every time you do, I have to re-learn it... >.<'

  20. I hope someone has the answer to this: So, the thing is, I want to create a npc that can use alt-fire. And I'm not talking about some compiled boolean script to use in GTK Radiant, I'm talking about opening the console in-game and write "npc spawn [NPC NAME]" and then have said npc use alt-fire. I've already tried but i couldn't obtain any results so far. I already tried to add "altFire 1" to the .npc file (That worked in JK2 but in JKA it doesn't work anymore). So if anyone knows how to do this please say something I'd be appreciated.
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