Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Tools and Guides Repository (Archive) » Making/Replacing RPCs, guide request
Re: Making/Replacing RPCs, guide request[message #185879] Wed, 21 May 2008 16:22 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
yes it is possible.

no he hasn't all the usual speech. But you can use RPC's without speech as well, just dismissing them may cause a bug Wink


first you add him to he map by placing any civilian in a given map (using the map editor), then make a "detailed placement" where you'll notice an icon that (remotely) looks like a head.

there you type his ID, which is 65. then you go to the "shedule" icon and select "stay in sector"

you place all the necessary values in proedit (prof.dat) and define the map where eskimo should appear in proedit (don't forget to rename prof.dat according to difficulty and game mode before starting a new game)

so far so good, he should be in the game now, what you still lack is the entire npc data and npc speech. (as well as normal speech but that doesn't really matter)

Funny enough, as long as no subtitles exist for a character, you can't crash him by talking. You can only crash him if subtitles exist yet no matching speech or the script tries to use a speech entry that has no subtitle or whatever.

So what you still need is a script that adds him to your party. You avoid problems by using a script that automaticly adds him to the squad without a comment or special actions whatsoever.

hiring him that way will make him just use parts of the generic battlesounds, but he'll work normally except for the lack of comments and for dismissing. So better have him killed than dismissed Wink

i don't know without looking it up whether the faces of eskimo are already there. I think his face will be unanimated, but that matters little given he has no speech.

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Sergeant Major
Re: Making/Replacing RPCs, guide request[message #185882] Wed, 21 May 2008 16:30 Go to previous messageGo to next message
Attila76 is currently offline Attila76
Messages:3
Registered:June 2007
thanks... I'll try it.

btw, there are no plans to add new characters to 1.13? I see the patch that replace some mercs with the wildfire ones (unfortunately only in german for now), but it's not possible to anly add them without replacing any other merc?

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Civilian
Re: Making/Replacing RPCs, guide request[message #185885] Wed, 21 May 2008 16:45 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Attila76
thanks... I'll try it.

btw, there are no plans to add new characters to 1.13? I see the patch that replace some mercs with the wildfire ones (unfortunately only in german for now), but it's not possible to anly add them without replacing any other merc?

Not at the moment, but maybe later...

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First Sergeant

Re: Making/Replacing RPCs, guide request[message #185887] Wed, 21 May 2008 17:05 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Attila76
thanks... I'll try it.

btw, there are no plans to add new characters to 1.13? I see the patch that replace some mercs with the wildfire ones (unfortunately only in german for now), but it's not possible to anly add them without replacing any other merc?


only 2 free slots where it is easy, eskimo and RPC 71, chose wisely Wink

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Sergeant Major
Re: Making/Replacing RPCs, guide request[message #321964] Tue, 25 June 2013 05:00 Go to previous messageGo to next message
Rude Dog is currently offline Rude Dog

 
Messages:467
Registered:March 2001
Location: Chasing Pussy
Well I hope people still come here since its been a long time ago that I frequented here regularly.

I want to start making my own maps again and I need an ENGLISH version of Proedit as the one I had savec converts all equipment to the Deutsche Version when I have altered the RPC that I want to insert.

Secondly as far as Adding a NEW RPC into the slot for Eskimo or RPC71 don't forget that the NEW character will not have animations in the game and won't just appear in the maps that are in the game. You'll have to physically place them in the sector via the Map Editor.

I cannot find one of those that works with JA2 and isn't rife with bugs, crashes and basically making me want to go try jerking off with a cheese grater after it CTD's and I lose hours of work or worse.

I guess my humble request out there is for a link to English itemsdesc.edt file and a Map Editor for JA2that works. ( Yes I am lazy and don't want to relearn how to use the Unfinished Business one and convert them all over)

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Master Sergeant
Re: Making/Replacing RPCs, guide request[message #321997] Tue, 25 June 2013 19:47 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Rude , contact Hawkeye and or pheebor , both these guys are mapmakers and may be able to help .




Editor https://ja2svn.dyndns.org/source/ja2/branches/Kriplo/

[Updated on: Tue, 25 June 2013 21:41] by Moderator

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Captain

Re: Making/Replacing RPCs, guide request[message #322116] Thu, 27 June 2013 04:56 Go to previous messageGo to next message
Rude Dog is currently offline Rude Dog

 
Messages:467
Registered:March 2001
Location: Chasing Pussy
THX lockie ole pal but I put it inside my JA2 folder where smack32.dll is and it now says that binkw32.dll is missing.

sigh

I have a GREAT suggestion. With all of the work being done on the modding platforms, how about ONE of you geniuses puts together a STABLE mapmaker that works for JA2? I swear to the Blood Gawds that you will NOT be disappointed. Smile

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Master Sergeant
Re: Making/Replacing RPCs, guide request[message #331200] Tue, 11 March 2014 19:55 Go to previous messageGo to next message
SubzeroWolfman is currently offline SubzeroWolfman

 
Messages:10
Registered:March 2014
Location: Vermingen, Germland
Kaerar
There is a really easy way to make coords fit everyone without adjustment.
You make the eyes and mouthes in full size with the portrait and reset the the xy coords in Prof.dat to 0/0.

The surround to the mouth and eyes can be left as the whole face or made blue 255 (if thats the first colour in the palette which is used for transparency).

This means quick and easy switching of all portraits in the game at the cost of a few kb.


Thanks for this post, that would have been my first question here. Does this mean that the "follow-up"-image, like eyes and mouth images, will be loaded and placed regardless of image size? Meaning, if I make the mouth detail 106/122, it will be loaded as such? Relatively rather than sequentially? Why would I, then, make the image transparent, really? Can't I just leave it as-is, and override the original image? I have a feeling that if it were only for gasmask or similar detail, then the mouth would *still* override the mask detail, no? And if that's not the reason, why would I need transparency? For saving KBs, or is there some other reason?

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Private
Re: Making/Replacing RPCs, guide request[message #331266] Fri, 14 March 2014 11:34 Go to previous message
SubzeroWolfman is currently offline SubzeroWolfman

 
Messages:10
Registered:March 2014
Location: Vermingen, Germland
Argh, stupid me. Next time, I'll think first, talk later. Sad

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Private
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