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ForumsJedi Outcast and Jedi Academy Editing Forum → Need some help with custom gun-using npc's
Need some help with custom gun-using npc's
2002-07-23, 9:09 AM #1
I'm trying to make the jedi/j2 model use a gun instead of a saber, so i extracted the jedi model, renamed the directory to jedigunner, and made the npc code like this
Code:
jedigunner2
{
	playerModel jedigunner
	customSkin	j2
	health		30
	headPitchRangeDown 30
	reactions	3
	aim			1
	move		3
	aggression	3
	evasion		1
	intelligence	5
	rank		crewman
	playerTeam	player
	enemyTeam	enemy
//	race		klingon
	class		stormtrooper
	height		64
	crouchheight 48
	walkSpeed	51
	runSpeed	200
	snd			st1
	sndcombat	st1
	sndextra	st1
	yawspeed	70
	walkSpeed	55
	runSpeed	200
	dismemberProbHead	0
	dismemberProbArms	10
	dismemberProbLegs	0
	dismemberProbHands	20
	dismemberProbWaist	0
}

It's just the stormtrooper code with a few modifications, but when i spawn him, he still has the saber handle, but can't attack. He just swings madly at the enemies.
Can anyone figure out why this isn't working?

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Last week I cudn't evn spel grajuat, but now I is one.
2002-07-23, 9:48 AM #2
It's because your making him use the Jedi AI. Change Jedi in the NPC and model name to something like ST or trandoshan.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2002-07-23, 9:51 AM #3
ok, so thats how JO knows what type of enemy it is. thanks

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Last week I cudn't evn spel grajuat, but now I is one.
2002-07-24, 8:18 PM #4
what if you wanted a gun user to do flips and bob-n-weave like jedi do?
Shaving is not a high priority with Jedi.
Would you want to shave with a lightsaber?

I don't like quake, never liked quake, and don't like Star Wars quake. So basically jk2mp.exe never gets used on my computer.

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