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NPC Entities

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NPC Entities Empty NPC Entities

Post by stormjedi Sat Jul 30, 2011 2:08 pm

NPC_spawner **(L)
Spawns a NPC that you specify, remember all keys are case sensative.(Its not npc_type, its NPC_type), if this is going to be used by a button add "count,-1," so it can spawn more than once.

Spawnflags:
16 - NPC can be in air, but will spawn on the closest floor surface below it
32 - Will spawn with no default AI (BS_CINEMATIC), or the blinking that happens when it spawns
256 - Spawner is shy (wont spawn if a player is looking at it)

Keys:
NPC_type - name of NPC to spawn
targetname - name this NPC goes by for targeting
count - how many NPCs to spawn (only if targeted) default = 1, add -1 for it to be able to spawn after the first use
delay - how long to wait to spawn after used
wait - if trying to spawn and blocked, how many seconds to wait before trying again
NPC_target - NPC's target to fire when killed
NPC_target2 - NPC's target to fire when knocked out
NPC_target4 - NPC's target to fire when killed by friendly fire
NPC_target5 - Fires this target for the player, so if the NPC_target5 is targeting credits, player will receive credits for killing the npc.
NPC_target6 - target to fire when npc kills a player
NPC_type - type of NPC to be spawned
health - starting health (default = 100)
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
showhealth - set to 1 to show health bar on this entity when crosshair is over it
noBasicSounds- set to 1 to prevent loading and usage of basic sounds (pain, death, etc)
noCombatSounds - set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.)
noExtraSounds - set to 1 to prevent loading and usage of "extra" sounds (chasing the enemy - detecting them, flanking them... also jedi combat sounds)
For and of the following keys use the script # that is listed after the script type.

Script Type Keys:

spawnscript - default script to run once spawned (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)

Script Type Spawnflags:
1: Stand around, do absolutely nothing
2: Roam around, collect stuff
3: Crouch-Walk toward their goals
4: Run toward their goals
5: Stay in one spot and shoot- duck when necessary
6: Wait around for an enemy
7: Follow a path, looking for enemies
8: Track down enemies and kill them
9: Run from enemies
10: Run from enemies, shoot them if they hit you
11: Run to your goal and shoot enemy when possible
12: Defend an entity or spot?
13: Stay hidden, shoot enemy only when have perfect shot and back turned
14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
15: Go for lowest health buddy, hide and heal him.
16: Find nearest cover from enemies
17: Go get some ammo
18: Go somewhere and fight along the way
19: turn until facing desired angles
20: do nothing
21: Maintain a formation
22: Crouch-walk toward their goals

-To use a script you would enter the name of the script you want and then the # key of what you want it to actually fire when it hits that mark: ",spawnscript,14" should make the npc fight its enemies when spawned.

Example:
Code:
/place NPC_spawner 30 NPC_type,desann,count,-1,spawnscript,14,NPC_target,desann_dead,

NPC_Vehicle **
Spawns a NPC Vehicle, please note the entity name is case sensitive.

Spawnflags:
1 - die after certain amount of time of not having a pilot
2 - Fighters: Don't drop until someone gets in it (this only works as long as no one has *ever* ridden the vehicle, to simulate ships that are suspended-docked) - note: ships inside trigger_spaces do not drop when unoccupied
16 - spawn on the floor, instead of floating around in the air
32 - Will spawn with no default AI (BS_CINEMATIC), or won't blink when spawned
64 - Starts not solid
256 - Spawner is shy (wont spawn if a player is looking at it)

Keys:
dropTime - use with spawnflags 2, the vehicle will drop straight down for this number of seconds before flying forward
dmg - use with spawnflags 1, delay in milliseconds for ship to explode if no pilot (default 10000)
speed - use with spawnflags 1, distance for pilot to get away from ship after dismounting before it starts counting down the death timer
model2 - if the vehicle can have a droid, this NPC will be spawned and placed there
showhealth - set to 1 to show health bar on this entity when crosshair is over it
targetname - make the trigger target this value for the entity to be used

Example:
Code:
/place NPC_Vehicle 30 NPC_type,tie-fighter,count,-1,targetname,ship1a,spawnflags,3,dmg,1,dropTime,2
stormjedi
stormjedi
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Posts : 70
Join date : 2011-07-29

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