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]
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Wed, 21 May 2008 16:22
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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
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
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Re: Making/Replacing RPCs, guide request[message #185882]
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Wed, 21 May 2008 16:30
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Attila76 |
Messages:3
Registered:June 2007 |
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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
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Re: Making/Replacing RPCs, guide request[message #331200]
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Tue, 11 March 2014 19:55
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SubzeroWolfman |
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Messages:10
Registered:March 2014 Location: Vermingen, Germland |
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KaerarThere 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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