Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New (unofficial) merc: Max Payne
 New (unofficial) merc: Max Payne Sun, 10 June 2018 23:42
 Flugente Messages:3384 Registered:April 2009 Location: Germany
Thanks to Spinasso and my small contributions, we can now use Max Payne as yet another merc. He works just like my other mercs, but as that would fit the third game, can be found in the most run-down bar of Arulco (perhaps he wants to take care of yet another mob?).

I admit the NPC recruitment phase isn't the best (we were severely limited in sound and portrait choices), but he works just fine (and now I know better how .npc scripts work [new bugs to find ]). A grumpy, alcoholic psycho that narrates some of his lines fits just in with the rest of our selection of wackjobs.

We can justify a variety of traits for him - I went with the above, which makes him efficient with pretty much all firearms. In case he seems a bit weak, stat-wise, keep in mind that this is him at about the time of the third game, when he was a broken alcoholic that had already survived the first 2 games somehow.

You can of course change him in Mercprofiles.xml etc. - he has profile number 214.
At the moment we only have soundfiles for Max Payne 3, which is somewhat limiting. I can't really make any solid buddy or hate relationship with that. Perhaps someone might be interested in getting the sounds from part 1 and 2 ?

You might also notice that the Ryder twins have new faces, because edmortimer and townltu got busy and made portraits. 200% more chinese, woohoo!

I've redone the gear kits for Shepard - we now have 3 kits along the same idea increasing in price and quality, and 2 special kits (P90 for CQB and SVU for sniping).

This was built for r8570 & GameDir r2424.

As these mercs are obviously not from the Jagged Alliance lore, they won't go into any official release.

You can get Max and the others from http://kermi.pp.fi/JA_2/Mods_v1.13/Flugente/Additional_Mercs/

[Updated on: Mon, 11 June 2018 00:55]

“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

 Re: New (unofficial) merc: Max Payne[message #353736 is a reply to message #353732] Mon, 11 June 2018 06:50
 Kerghnox Messages:3 Registered:August 2016
I like these extra mercs you've been making. You should do Ash Williams one of these days, he'd fit right in.
 Re: New (unofficial) merc: Max Payne[message #353739 is a reply to message #353736] Mon, 11 June 2018 19:27
 Ventris Messages:1 Registered:May 2018 Location: Idaho
That would be amazing! Sawed off shotgun in one hand, and hedge trimmer for the chainsaw arm. I wonder if it would be too crazy to make it so he could equip both the hedge trimmer and still shoot the shotgun or other one handed weapon to simulate the chainsaw being attached to his arm. Great idea in any case especially with the zombies.

Thank you very much Flugente for all of your hard work!!! It is extremely appreciated!!!!
 Re: New (unofficial) merc: Max Payne[message #353789 is a reply to message #353739] Thu, 14 June 2018 21:13
 townltu Messages:217 Registered:December 2017 Location: here
Somewhat OT question about PC placement, so pls feel free to move or delete message.

If i get that right, placement of Max in San Mona relies entirely on entries in strategicEventHandler.lua,
i.e. if sector is not loaded (not gWorldSector[x/y]) and Max isnt either dead or hostile.

So i would have to add a PC according to "How do I do that?" Adding a new character
then clone Maxs block in strategicEventHandler.lua, and adjust sector&tile to place a new PC.
But how do i delay the spawn of the new PC depending on a specific event/fact (preferably with some days delay after fact became true),
and let him appear in one of the sectors where quests ID 11, 14 or 16 respectively 23, 29 or 33 can be finished?
Last not least is it possible to suppress the "your squad has noticed someone in sector x/x" message?
Else it would make much less sense to hide a merc.
(... for the few players who meet him before its common knownledge how&where to find;)
 Re: New (unofficial) merc: Max Payne[message #353790 is a reply to message #353789] Thu, 14 June 2018 22:03
 Flugente Messages:3384 Registered:April 2009 Location: Germany
First of all, this isn't the usual method of placing NPCs - the stock ones are placed in the map itself etc.. It seemed to me that this was a much, much easier way, and... well, it is

The 'noticed someone' check only appears in wilderness sectors, I see no easy deactivation method otherwise.

Checks for quests and facts are easy:

if  (not ( ( gWorldSectorX == 6) and ( gWorldSectorY == 3) ) and not MercIsDead(Profil.MAX)
and (gubQuest( Quests.QUEST_ESCORT_SKYRIDER ) == qStatus.QUESTINPROGRESS) and (CheckFact( Facts.FACT_ANGEL_LEFT_DEED, 0 ) == true) ) then
...


“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

 Re: New (unofficial) merc: Max Payne[message #353791 is a reply to message #353790] Fri, 15 June 2018 01:07
 townltu Messages:217 Registered:December 2017 Location: here
Thanks so far;) and sorry for vague explanation of specific part, didnt want to leak too much.

So is it possible to set the spawn sector for the new PC equal to the sector where one of the classic Skyrider, Gabby etc spawn happens?
i.e which term to use instead of fixed sector coordinates [6,3,0] in command AddNPCtoSector (Profil.MAX,6,3,0),
or do i need to check all sectors where Gabby may be present whether he is actually there,
and let the result control a jump to fitting spawn command for the new PC?
Or perhaps both not doable atm, at all?
 Re: New (unofficial) merc: Max Payne[message #353807 is a reply to message #353791] Fri, 15 June 2018 22:45
 Flugente Messages:3384 Registered:April 2009 Location: Germany
Take a look at function GetIntelAndQuestMapData( aLevel ) in strategicmap.lua, this might be useful as it shows how to get coordinates of a character:

if ( gubQuest( Quests.QUEST_ESCORT_SHANK ) == qStatus.QUESTINPROGRESS ) then

SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.JAKE), GetCharacterSectorY(Profil.JAKE), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Escort Shank to Jake", "")

end


“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

 Re: New (unofficial) merc: Max Payne[message #353826 is a reply to message #353732] Mon, 18 June 2018 16:54
 Spinasso Messages:6 Registered:May 2017

In a Matthew McConaughey's voice: "Alright alright alright...!"

Just want to tell you that I've started to work on Wei Shen (Sleeping Dogs's main character). I got the sound files already. 1h30 hour of quotes... Here we go again.
Btw, I'll need help with the face again too, otherwise it will be imp 203...

Next project will be Saint's Row male player's voices. Specially 1 (Troy Baker) and 3 (the one with the cockney accent).

 Re: New (unofficial) merc: Max Payne[message #353827 is a reply to message #353826] Mon, 18 June 2018 19:54
 Flugente Messages:3384 Registered:April 2009 Location: Germany
Great I have only a very rough idea on how those specific characters sound, but GTA-like game characters likely have a ton of sounds to choose from.

Keep in mind that we can use a lot more sounds thanks to Additional Dialogue.

“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

 Re: New (unofficial) merc: Max Payne[message #353830 is a reply to message #353732] Tue, 19 June 2018 00:21
 calu Messages:8 Registered:February 2007 Location: Germany
Flugente wrote on Sun, 10 June 2018 23:42
Perhaps someone might be interested in getting the sounds from part 1 and 2 ?

You can download the full RAS files from Max Payne 1 here: https://drive.google.com/file/d/0Byxv4BMtWd2yWWY2bFBRY1F4aUE/view

Install MAX-FX Tools and run in CMD something like
"C:\Program Files (x86)\MAX-FX Tools\RasMaker\RASMaker.exe" -x "C:\Path\to\ras\files\x_english.ras" "C:\Path\to\extract\wav\files\x_english\"`

This will create a couple of folders in the last path of the command. Look in "data\database\sounds" to find all game dialogue sounds. Random mutterings from Max during gameplay can be found in "characters\max". The graphic novel narration is in "story", dialogue from cutscenes and stuff in "ingame". The "enemy" folder also has some funny stuff from the junkies, mobsters...
 Re: New (unofficial) merc: Max Payne[message #353832 is a reply to message #353830] Tue, 19 June 2018 00:46
 Flugente Messages:3384 Registered:April 2009 Location: Germany

Thank you! There goes the next weekend I guess...

“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

 Re: New (unofficial) merc: Max Payne[message #354102 is a reply to message #353832] Fri, 20 July 2018 14:34
 Ortis Messages:2 Registered:April 2015
Can I use them with other versions than r8570 & GameDir r2424?
 Re: New (unofficial) merc: Max Payne[message #354103 is a reply to message #354102] Fri, 20 July 2018 19:46
 Flugente Messages:3384 Registered:April 2009 Location: Germany
Yes, but note that I've altered several scripts for this. If the game doesn't recognize some of the functions in there, you will get a crash, in that case, one has to check what to use.

Also note that these mercs cannot be added to an ongoing campaign - merc profile changes only affect new campaigns.

“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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