Droideka NPC Question -1 reply

  • 1
  • 2

Please wait...

DarthStevenus

GF is my bext friend *hugs GF*

50 XP

18th December 2009

0 Uploads

909 Posts

0 Threads

#11 8 years ago

TheOneandOnly was working on an fx tutorial, but I don't think it's finished. Though I do believe there is a short walkthrough of making a simple particle effect somewhere in the SDK.

Yep, just checked. In the Tools/EffectsEd folder there is a word document called using_effectsed. It starts out with the short tutorial I mentioned.




Wundai

The forums staffers think I'm Cool

50 XP

31st August 2006

0 Uploads

196 Posts

0 Threads

#12 8 years ago

Yes found it!

Thanks Stevenus :)

Going to try and progress with this.




DarthStevenus

GF is my bext friend *hugs GF*

50 XP

18th December 2009

0 Uploads

909 Posts

0 Threads

#13 8 years ago

No prob =p Fx can seem complicated at first, but once you've made a few simple ones it gets a lot easier. Obviously it also helps to look at some of the base fx.




eezstreet

Lord of the .DCC files

50 XP

16th June 2008

0 Uploads

2,662 Posts

0 Threads

#14 8 years ago
Wundai;5545112 What I'm also curious about is if there is any way to modify behaviors for NPC's? I mean NPC tool can see it, so the makers of that program must have known where to find it in the assets.pk3 files

/necroOP

The behaviors are coded into the game. For MP, these are (coded badly) in the SDK. For SP, they are hardcoded into the .DLL files and cannot be modified by normal means. Not only that, but they are coded in an entirely different programming language.

The reason why the NPC Tool can "see" it is because the individual classes are enumerated within the tool itself, using the SDK as a base (since the actual classes don't change between SP <-> MP, their AI just gets shittier in MP). Thus, if you code in a new NPC class in the SDK, the tool won't recognize it.




  • 1
  • 2