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ForumsJedi Outcast and Jedi Academy Editing Forum → NPC problems
NPC problems
2004-01-01, 3:31 AM #1
Hey all

I have just started to make JO single player lvls and i know most of the basic stuff and i didnt even use a tutorial [http://forums.massassi.net/html/biggrin.gif] (but i cant find out how to make a MP map lol i really need to look for a way) anyways i put a few npcs in and i made a few checkboxed as "cinematic" or sumthing with gives them no AI so they wont attack u and thats what i wanted. But they disappear off the 2d window and 3d preview so i cannot select them to delete them or move etc... however i know that they r there cause they r in the game when i play it... if u can plz help me find a solution to this problem cause it sux *** lol (mind my language)


P.S. could sum1 give me a link to where i coulda learn to make cutscenes and stuff for SP lvls.

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"Fear..fear attracts the fearful... the strong... the weak... the innocent...fear is my ally!

[This message has been edited by The Apocalypse (edited January 01, 2004).]
"Fear..fear attracts the fearful... the strong... the weak... the innocent...fear is my ally!
2004-01-01, 7:36 AM #2
Now, the sovation of the first problem (that they dissapear) is that you simpely need to go to somekind of menu called view, then show and the select everything except the things where there is standing "only !!!" after the explenation. The second problem (that they will not walk) is that you need to set Waypoints and at the end point combats. Then First select the NPC that you created. Then the first waypoint and press Ctrl+K. Then do this with everything till your down to Point_combat. Do note that Reborns will go there own ways (you do need to make them anyway!!!) and stormtroopers will rather like to stay where they are.

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-thank you man, raly appriciate it
2004-01-01, 6:46 PM #3
lol all i had to do was make sure i saw easy, madeuim, and hard lol thx man that helped heaps (btw i didnt want waypoints from them they r supposed to stand there, btw do u know how to make them have no weapons

Apocalypse

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"Fear..fear attracts the fearful... the strong... the weak... the innocent...fear is my ally!

[This message has been edited by The Apocalypse (edited January 01, 2004).]

[This message has been edited by The Apocalypse (edited January 01, 2004).]
"Fear..fear attracts the fearful... the strong... the weak... the innocent...fear is my ally!
2004-01-02, 4:14 AM #4
i dont know really, i have seen something like it, if i see it again, i shall give you the site on a reply

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-thank you man, raly appriciate it
2004-01-02, 5:18 AM #5
this is my other account (need help i am) this was a sit saying

ADDING NPC ABILITIES
AUTHOR: HEKE7
DATE: 09/02/02

Note: Before using this tutorial you will need a fair understanding of creating and using scripts. I recommend reading the earlier tutorials on cameras before reading this tutorial. Many thanks to Heke7 for writing the tutorial and sending it here [http://forums.massassi.net/html/smile.gif] - Kengo
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Adding special abilities for npc’s is pretty easy. Here we are going to make sniper trooper and custom reborn.

Firstly, boot up radiant. Make a test map. Remember the info_player_start and some lights. Make stormtrooper and select it. Press “n”. Put this to the key field: spawnscript and this to the value field: sniper
Now, make a reborn and do same things except make the value field: custom reborn

That’s all we do in radiant (Remember compiling!) Boot up BehavED. I assume you have read the previous tutorials so you know how radiant works. Firstly, you may delete the REM. Now double click the upper Set command at the left side of the screen. This adds it to the script flow area. Now, double click it at the script flow area. This brings up the event editor. Scroll down the set_parm window until you find set_weapon, click it (It’s under the “special tables” category. Click the re-evaluate button. Now, scroll down and select any weapon you like from the second window (In the window the word displayed first is “drop”). Save the script as sniper and hit the compile button.
That’s it! When you try your level, the trooper has the weapon you gave!

Now to the reborn:
Do all the same expect that you select SET_forcexxxx from the list where you selected the set_weapon (xxxx means any force you want. So select set_forceheal for heal, set_forcegrip for grip etc.). Hit re-evaluate and select the level of the force from the list. Save, compile by name of “reborn”. That’s it.


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You know, i am a fool. But, when they say somthing like that, i have a black out, and al wats left is----->BLOOD
2004-01-04, 9:21 AM #6
I think this thread is solved so I'll post this:

Does anyone know what .IBI file the stormtrooper AI calls? I need to replace it with my own BehavEd script and I don't know which one to replace. Thanks. [http://forums.massassi.net/html/smile.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.

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