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Asgarath83

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  1. Asgarath83's post in Make good NPCs not follow you was marked as the answer   
    Ehi! now i remember!!!
    There is a easy , fast and sure way for avoid NPC players of follow you.
    Check the t1_surprise map.
    there is the droid unit r5d2 prisoner of tusken raiders on the sandcrawler. if you remember, the unit is usable. you need to USE with use button the r5d2 unit. start a little dialogue and r5d2 go to a little panel, open the panel and go inside a pit that lead below the sandcrawlers and so you are at the end of the level.
    you need to set that: a spawnscript for NPC of player teammate.
    In the spawnscript, NPC should be setted as "SET_USABLE,true" with icarus.
    And the npc should have like r5d2 unit an Usescript.
    So, when player "use" the Npc the Npc can change is BS_state and stop and to follow player.
    Also, the first usescript need to change path of the usescript. so there are 2 usescript for the entity: the first script at the end replace itself with second script. the second script replace itself with first script, and this close the cycle of scripting.
    the first script toggle OFF BS_DEFAULT and BS_FOLLOW_LEADER state, the second script set as NPC status AI the BS_FOLLOW_LEADER with SET_LEADER "player" as parameter.
    and so ypu have a character toggable that follow \ not follow the player.
    you need to set SET_USABLE, true
     
    script command line required:
    for spawnscript: SET_USABLE,true and SET_USESCRIPT , (path of script)
    for Usescript:
    - flush
    - SET_USESCRIPT (path of the secornd usescript)
    SET_BEHAVOUR_STATE BS_SEATCH (the NPC stay at nearest waypoint and shoot enemies approaching, not follow the player, but can fight)
     
    On second Usescript
    -flush
    - SET_USESCRIPT (path of the first script)
    - SET_BEHAVOUR_STATE BS_FOLLOW_LEADER
    - SET_LEADER "player"
     
    that is you need to do.
  2. Asgarath83's post in Blaster pistol charge GFX was marked as the answer   
    it's not an efx. 
    as force protect, absorb and force sight are shaders strongly hardcoded.
    Mmm i suppose is hardcoded on the SP\Mp code and using a shader spotted on the tag_flash of the weapon model. you need to change this with code, using a different shader for the specific effect. i not know in which part of code is this shader, but me too need to change shaders for alt fire of blaster_pistol, demp2 and bowcaster. 
    So if you found, please, share with me the code part of that.
    I thinki you need to find into the code the name of the shader used for bryar effect, so in the explore solution, tipe complete path of the ggfx used. you can see all code parts about this shader. locate the lines about altfire displaying shader of blaster pistol and change with another shader added to your mod. so the edit not overwrite nothing.
  3. Asgarath83's post in func_door light was marked as the answer   
    Put light entity in front of the brushes of the doors. when door opens, turn off the light, when door closed, turn on.
  4. Asgarath83's post in Head/Face Animations was marked as the answer   
    Mmm, try to see the code part of the FACE_AUX or FACE_FROWN icarus function, should be contain the merging by facial and torso animation or something like that.
  5. Asgarath83's post in Shader Max indexes hit was marked as the answer   
    Okay ROFTL. i have looked the model and i found a vertex duplicates a thousand of time in mesh hips_pants. deleting the ghost verts, model Work!
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