Creating unique NPCs
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Revision as of 16:59, 12 July 2008 (edit) Don Reba (Talk | contribs) (New page: This is the way to do it if spawing the NPC from the all.spawn and its also needed to keep him there this is how i spawned blade in my LITZ mod the things below don't show the slashs it j...) ← Previous diff |
Revision as of 18:33, 12 July 2008 (edit) (undo) Gr1ph00n (Talk | contribs) (correct some missing "\") Next diff → |
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[esc_blade]:stalker | [esc_blade]:stalker | ||
character_profile = esc_blade | character_profile = esc_blade | ||
- | visual = | + | visual = actors\dolg\stalker_do_nauchniy.ogf |
- | corpse_visual = | + | corpse_visual = actors\dolg\stalker_do_nauchniy.ogf |
immunities_sect = stalker_immunities | immunities_sect = stalker_immunities | ||
</source> | </source> |
Revision as of 18:33, 12 July 2008
This is the way to do it if spawing the NPC from the all.spawn and its also needed to keep him there this is how i spawned blade in my LITZ mod
the things below don't show the slashs it just takes them away so don't copy and paste it all as it wont work
I Really hope this helps you
you have to edit quite a few files:
Config>Text>ENG:
Stable_bio_name.xml
Config>Gameplay:
NPC_Profile.xml Character_desc_escape
Config>Cretures:
m_stalker.ltx
scripts or Config>scripts not sure which one
Change the according gulag script EG:gulag_escape
and then you would have to edit the all.spawn to accomadate and spawn him
(shows example of blade My character from my LITZ mod)
m_stalker.ltx
[esc_blade]:stalker character_profile = esc_blade visual = actors\dolg\stalker_do_nauchniy.ogf corpse_visual = actors\dolg\stalker_do_nauchniy.ogf immunities_sect = stalker_immunities
thats placed at the bottom
Character_desc_escape.XML
<!-------------------------------------esc_blade-------------------------------------------------------> <specific_character id="esc_blade" team_default = "1"> <name>esc_blade_name</name> <icon>ui_npc_u_stalker_do_nauchniy</icon> <bio>esc_blade_bio</bio> <class>esc_blade</class> <community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect> <rank>820</rank> <reputation>840</reputation> <money min="2000" max="5000" infinitive="0"></money> <snd_config>characters_voicehuman_03dolg</snd_config> <crouch_type>0</crouch_type> <visual>actorsdolgstalker_do_nauchniy</visual> <supplies> [spawn] n wpn_walther n ammo_9x19_pbp = 1 n wpn_groza n ammo_9x39_ap = 1 n ammo_9x39_sp5 = 1 n ammo_vog-25p = 2 n #include "gameplaycharacter_items.xml" n #include "gameplaycharacter_food.xml" n #include "gameplaycharacter_drugs.xml" </supplies> #include "gameplaycharacter_criticals_6.xml" #include "gameplaycharacter_dialogs.xml" <start_dialog>hello_dialog</start_dialog> </specific_character>
NPC_Profile.XML
<character id="esc_blade"> <class>esc_blade</class> </character>
Stable_bio_name
<string id="esc_blade_name"> <text>Blade</text> </string> <string id="esc_blade_bio"> <text>The leader of the Duty camp near the military outpost, his good leadership skills and tactics won Duty the camp and overthrew the Bandits</text> </string>
(shows all.spawn section for blade):
[870] ; cse_abstract properties section_name = stalker name = esc_blade position = 109.19536590576, 7.1485390663147, 0.9805214738846 direction = 0.0445535257458687,-0.000645029998850077,0.0144814234226942 ; cse_alife_trader_abstract properties money = 5000 character_profile = esc_blade ; cse_alife_object properties game_vertex_id = 119 distance = 3.5 level_vertex_id = 410518 object_flags = 0x==bf custom_data = <<END [smart_terrains] none = true END ; cse_visual properties visual_name = actorsdolgstalker_do_nauchniy ; cse_alife_creature_abstract properties g_team = 0 g_squad = 1 g_group = 5 health = 2 dynamic_out_restrictions = dynamic_in_restrictions = upd:health = 2 upd:timestamp = 0x6d6d695f upd:creature_flags = 0x75 upd osition = -210.632614135742,-20.050708770752,-142.461120605469 upd _model = 0 upd _torso = -0.000645029998850077,0.0445535257458687,0 upd:g_team = 0 upd:g_squad = 1 upd:g_group = 5 ; cse_alife_monster_abstract properties upd:next_game_vertex_id = 65535 upd rev_game_vertex_id = 65535 upd:distance_from_point = 0 upd:distance_to_point = 0 ; cse_alife_human_abstract properties predicate5 = 1,0,0,2,0 predicate4 = 2,2,1,2 ; cse_ph_skeleton properties upd:start_dialog = ; se_stalker properties
Apart from the gulag scripts thats pretty much it i belive however if i missed something out im sure someone will point it out and correct it or even explain it better
Hope this helped you please tell me if this worked for you.