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Stoiss

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Posts posted by Stoiss

  1. the npcs don't need a bot class system to behavie like we did it in EoC, that was for bots and not npcs :)

    npcs has its own class system setup, and it is not the class stuff there is broken, but how the npcs does its stance, i remember seeing this for OJP:E source where //[stanceselektion] is done in some of the npcs code. where it tells it to Swift stance more in combat

  2. just becours the full source has been released, does it not mean it is more easy to make it happen..

    it still use a diff way of how the npcs behavie and works in sp for how they do in mp, the npc code in mp was a really pure port of the sp code, and has always been a pain to work with, maybe thats why no one really never have done somthing awesome with them, i only know one mod there have improved npc ai, witch was JKG, and later got a huge improvement in my mod.

    Serenity937 likes this
  3. Use OJP:E or get a coded mod with it, desann and tavion styles is call the forbiden style, and need to get coded to work in the game if you have a high or low level depends on what sort of config you set up for it in the code, the cheap and easy way is, doing it in the sab. files but does servers you want to use it on need to have does files also 

  4. Boba did make a load screen where it show the % of data it was loading, but not all the weapons if i remember right, it loaded them in categories of each weapons types i think 

  5. getting the dialog to work the way me and Pande did it was pretty cool, i should still have does files around somewhere, but i don't know if the lua code works as it should in 

    JKG atm. and port over JKG Stuff to to JK:E is not somthing im intresting in, i have my own little project im sitting with atm, as for if eez did do NPCs files and AI for to json i have a promiss to take care of it there :)

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