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Author Topic: Custom Npc Script Format?  (Read 3799 times)

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Offline sirmasters

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Custom Npc Script Format?
« on: June 30, 2013, 11:51:36 PM »
I'm thinking of the following format for custom npc:
Code: [Select]
CustomNPC
{
"CHuman" //Custom Human
{
"EliteRebel"
{
"Health" "150" //How much health does this guy have?
"VoiceID" "ELITEREBEL" //Uses the sentences.txt for speech. IE: If they saw a enemy, they would play ELITEREBEL_ANNOUNCE#, I prefer this, but may change this later on or something
"Faction" "Rebel" //Rebel, Combine, Antlion, Zombie, Headcrab. It sets their class for factions. I wouldn't add any more factions yet.
"Models"
{
"models/human/group06/male01.mdl"
"models/human/group06/male02.mdl"
"models/human/group06/male03.mdl"
"models/human/group06/male04.mdl"
}
"Invisable" "1" //Should it be invisable to normal npcs? Make sure to make the model camo optic or something.
"ArmorSet" //Sheild parts, IE Arm plates for whatever reason.
{
"Model" //Is there anything else? Lets break things in later updates if I decide to change the complete format of this
{
"Name" "RShoulder_Armor" //When it gets damaged, it fires a output to a custom point entity for checking which part came off. for mapping purposes.
"Attachment" "r_shoulder_armor" //Look up model attachments for the model you wish to use for this NPC.
"Model" "models/armor/metal_plate_arm.mdl"
"DamageModel" //For when it gets shot off
{
"models/armor/metal_plate_arm/damaged1.mdl"
"models/armor/metal_plate_arm/damaged2.mdl"
"models/armor/metal_plate_arm/damaged3.mdl"
"models/armor/metal_plate_arm/damaged4.mdl"
}
"Health" "20" //How much damage can this sheild take?
"RegenRate" "2" //2 second delay
"RegenAmount" "1" //1 HP per above delay
"Force" "400" //How much average force is needed to get it shot off?
"Penetration" "300" //Resist a penetration depth of 300 and less, if the penetration is stronger, let it damage the NPC.
"x" "0"
"y" "0"
"z" "0"
"roll" "0"
"pitch" "0"
"yaw" "0"
}
"Animated" //Same as model, but animated. ASK: Should I just merge the above with the bottom?
{
"Name" "LShoulder_Armor" //When it gets damaged, it fires a output to a custom point entity for checking which part came off. for mapping purposes.
"Attachment" "l_shoulder_armor" //Look up model attachments for the model you wish to use for this NPC.
"Model" "models/armor/metal_plate_arm.mdl"
"DamageModel" //For when it gets shot off
{
"models/armor/metal_plate_arm/damaged1.mdl"
"models/armor/metal_plate_arm/damaged2.mdl"
"models/armor/metal_plate_arm/damaged3.mdl"
"models/armor/metal_plate_arm/damaged4.mdl"
}
"DamageAnimation" //When it gets shot, uses sequences
{
"Hurt"
{
"shake01"
"shake02"
"shake03"
"shake04"
}
"Killed"
{
"eject01"
"eject02"
"eject03"
"eject04"
}
}
"Health" "20" //How much damage can this sheild take?
"RegenRate" "2" //2 second delay
"RegenAmount" "1" //1 HP per above delay
"Force" "400" //How much average force is needed to get it shot off?
"Penetration" "300" //Resist a penetration depth of 300 and less, if the penetration is stronger, let it damage the NPC.
"x" "0"
"y" "0"
"z" "0"
"roll" "0"
"pitch" "0"
"yaw" "0"
}
}
}
}
}

Does this seem okay or should I adjust the format before working on it?
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Offline Onemanshow

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Re: Custom Npc Script Format?
« Reply #1 on: July 01, 2013, 12:19:12 AM »
I don't see much wrong with the format. I'm really liking the options for changing the voice set and faction as well as the shield settings. I assume that the probability for a shield to actually show is controlled elsewhere? I'd like it if we could define per-NPC probability for shields instead of relying on a global setting.

My only other concern is that there's not many options outside of the shield settings. For example, these are the custom combine/zombie scripts from SMOD2:

Code: [Select]
"combine2" {
"Model" {
"Body" "models/combine_super_soldier.mdl"
"Color" "0 0 255"
}

"Base" {
"Blood" "BLOOD_COLOR_RED"
"Health" "1"
"FOV" "-0.5"
"Speed" "1.2"
"MeleeDamage" "300"
"Weapons" "weapon_ar2" // Map design takes first priority.

"IsElite" "1"
"Headshot" "1" // 0:no headshot 1:headshot 2:helmet

"Suppressivefire" "5"

"StartPatrol" "1"
"UseGrenade" "1"
"NumGrenades" "5"

"MoveAndShootDelay" "10.75"

"Grenade" { // Not impremented yet.
"Class" ""
"Keyvalues" {
"Type" ""
}
}

"Capabilities" {
"CAP_TURN_HEAD" "1"
"MOVE_GROUND" "1"
"AIM_GUN" "1"
"INNATE_MELEE_ATTACK1" "1"
"SQUAD" "1"
"USE_WEAPONS" "1"
"DUCK" "1"
"NO_HIT_SQUADMATES" "1"
"ANIMATEDFACE" "1"
"MOVE_SHOOT" "1"
"DOORS_GROUP" "1"
"MOVE_JUMP" "1"
"USE_SHOT_REGULATOR" "1"
}
}

"TakeDamageScale" {
"Head" "1.0"
"Chest" "1.0"
"Stomach" "1.0"
"Arm" "1.0"
"Leg" "1.0"
"Blast" "1.0" // explode, fire damage.
"Melee" "1.0" // melee, stab, vehicle, physical damage.
"Other" "1.0"
}

"ReplaceActivities" {
}

}


Code: [Select]
"zombie2" {

"Model" {
"Body" "models/mossman.mdl"
"Torso" "" // Body is not chopped when you do not set the option.
"Leg" "" // Body is not chopped when you do not set the option.
"Color" "0 0 255"
}

// "Headcrab" { // Headcrab isn't released when omit this section.
// "Model" ""
// "Classname" ""
// }

"Base" {
"Blood" "BLOOD_COLOR_RED"
"Health" "20 40"
"FOV" "0.2"
"Speed" "0.8 1.0 1.2"

//"MeleeDamage" "150"
"TackleDamage" "50"

"FireResisted" "1"

"Capabilities" {
"MOVE_GROUND" "1"
"MOVE_JUMP" "1"
"MOVE_CLIMB" "1"
"INNATE_MELEE_ATTACK1" "1"
"AUTO_DOORS" "1"
}
}

"ReplaceActivities" {
"ACT_RUN" "ACT_RUN"
"ACT_MELEE_ATTACK1" "ACT_RUN_PROTECTED"
"ACT_ZOMBIE_TANTRUM" "ACT_SIGNAL2"
"ACT_FLINCH_PHYSICS" "ACT_COWER"
"ACT_GESTURE_FLINCH_HEAD" "ACT_COWER"
"ACT_JUMP" "ACT_RUN_CROUCH"
"ACT_CLIMB_DISMOUNT" "ACT_LAND"
"ACT_IDLE_ON_FIRE" "ACT_COWER"
"ACT_WALK_ON_FIRE" "ACT_RUN_PROTECTED"
"ACT_ZOM_SWATRIGHTMID" "ACT_RUN_CROUCH_AIM_RIFLE"
"ACT_ZOM_SWATRIGHTLOW" "ACT_RUN_CROUCH_RPG"
"ACT_ZOM_SWATLEFTMID" "ACT_RUN_CROUCH_AIM_RIFLE"
"ACT_ZOM_SWATLEFTLOW" "ACT_RUN_CROUCH_RPG"
}

"TakeDamageScale" {
"Head" "0 2.0 -10"
"Chest" "0 1 2"
"Stomach" "0.2 0.5"
"Arm" "0 0.5 1.0"
"Leg" "0 0.5 1.0"
"Blast" "0" // explode, fire damage.
"Melee" "1" // melee, stab, vehicle, physical damage.
"Other" "0"
}

"Tackle" {
"ACT_MELEE_ATTACK1" "100"
"ACT_WALK_ON_FIRE" "0"
"ACT_ZOM_SWATRIGHTMID" "0"
"ACT_ZOM_SWATRIGHTMID" "0"
"ACT_ZOM_SWATRIGHTLOW" "0"
"ACT_ZOM_SWATLEFTMID" "0"
"ACT_ZOM_SWATLEFTLOW" "0"
}

"Explode" { // Experimental.
"DamageType" "" // not implemented yet.
"Type" "" // not implemented yet.
"Probability" "60"
"Damage" "200"
"Radius" "120"
}

"Sounds" { // not implemented yet.
"Moan" ""
"Attack" ""
"AttackMiss" ""
"Pain" ""
"Die" ""
"Alert" ""
"Idle" ""
"Attack" ""
}
}
}

Offline sirmasters

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Re: Custom Npc Script Format?
« Reply #2 on: July 01, 2013, 02:41:02 AM »
I don't see much wrong with the format. I'm really liking the options for changing the voice set and faction as well as the shield settings. I assume that the probability for a shield to actually show is controlled elsewhere? I'd like it if we could define per-NPC probability for shields instead of relying on a global setting.

My only other concern is that there's not many options outside of the shield settings. For example, these are the custom combine/zombie scripts from SMOD2:

Code: [Select]
"combine2" {
"Model" {
"Body" "models/combine_super_soldier.mdl"
"Color" "0 0 255"
}

"Base" {
"Blood" "BLOOD_COLOR_RED"
"Health" "1"
"FOV" "-0.5"
"Speed" "1.2"
"MeleeDamage" "300"
"Weapons" "weapon_ar2" // Map design takes first priority.

"IsElite" "1"
"Headshot" "1" // 0:no headshot 1:headshot 2:helmet

"Suppressivefire" "5"

"StartPatrol" "1"
"UseGrenade" "1"
"NumGrenades" "5"

"MoveAndShootDelay" "10.75"

"Grenade" { // Not impremented yet.
"Class" ""
"Keyvalues" {
"Type" ""
}
}

"Capabilities" {
"CAP_TURN_HEAD" "1"
"MOVE_GROUND" "1"
"AIM_GUN" "1"
"INNATE_MELEE_ATTACK1" "1"
"SQUAD" "1"
"USE_WEAPONS" "1"
"DUCK" "1"
"NO_HIT_SQUADMATES" "1"
"ANIMATEDFACE" "1"
"MOVE_SHOOT" "1"
"DOORS_GROUP" "1"
"MOVE_JUMP" "1"
"USE_SHOT_REGULATOR" "1"
}
}

"TakeDamageScale" {
"Head" "1.0"
"Chest" "1.0"
"Stomach" "1.0"
"Arm" "1.0"
"Leg" "1.0"
"Blast" "1.0" // explode, fire damage.
"Melee" "1.0" // melee, stab, vehicle, physical damage.
"Other" "1.0"
}

"ReplaceActivities" {
}

}


Code: [Select]
"zombie2" {

"Model" {
"Body" "models/mossman.mdl"
"Torso" "" // Body is not chopped when you do not set the option.
"Leg" "" // Body is not chopped when you do not set the option.
"Color" "0 0 255"
}

// "Headcrab" { // Headcrab isn't released when omit this section.
// "Model" ""
// "Classname" ""
// }

"Base" {
"Blood" "BLOOD_COLOR_RED"
"Health" "20 40"
"FOV" "0.2"
"Speed" "0.8 1.0 1.2"

//"MeleeDamage" "150"
"TackleDamage" "50"

"FireResisted" "1"

"Capabilities" {
"MOVE_GROUND" "1"
"MOVE_JUMP" "1"
"MOVE_CLIMB" "1"
"INNATE_MELEE_ATTACK1" "1"
"AUTO_DOORS" "1"
}
}

"ReplaceActivities" {
"ACT_RUN" "ACT_RUN"
"ACT_MELEE_ATTACK1" "ACT_RUN_PROTECTED"
"ACT_ZOMBIE_TANTRUM" "ACT_SIGNAL2"
"ACT_FLINCH_PHYSICS" "ACT_COWER"
"ACT_GESTURE_FLINCH_HEAD" "ACT_COWER"
"ACT_JUMP" "ACT_RUN_CROUCH"
"ACT_CLIMB_DISMOUNT" "ACT_LAND"
"ACT_IDLE_ON_FIRE" "ACT_COWER"
"ACT_WALK_ON_FIRE" "ACT_RUN_PROTECTED"
"ACT_ZOM_SWATRIGHTMID" "ACT_RUN_CROUCH_AIM_RIFLE"
"ACT_ZOM_SWATRIGHTLOW" "ACT_RUN_CROUCH_RPG"
"ACT_ZOM_SWATLEFTMID" "ACT_RUN_CROUCH_AIM_RIFLE"
"ACT_ZOM_SWATLEFTLOW" "ACT_RUN_CROUCH_RPG"
}

"TakeDamageScale" {
"Head" "0 2.0 -10"
"Chest" "0 1 2"
"Stomach" "0.2 0.5"
"Arm" "0 0.5 1.0"
"Leg" "0 0.5 1.0"
"Blast" "0" // explode, fire damage.
"Melee" "1" // melee, stab, vehicle, physical damage.
"Other" "0"
}

"Tackle" {
"ACT_MELEE_ATTACK1" "100"
"ACT_WALK_ON_FIRE" "0"
"ACT_ZOM_SWATRIGHTMID" "0"
"ACT_ZOM_SWATRIGHTMID" "0"
"ACT_ZOM_SWATRIGHTLOW" "0"
"ACT_ZOM_SWATLEFTMID" "0"
"ACT_ZOM_SWATLEFTLOW" "0"
}

"Explode" { // Experimental.
"DamageType" "" // not implemented yet.
"Type" "" // not implemented yet.
"Probability" "60"
"Damage" "200"
"Radius" "120"
}

"Sounds" { // not implemented yet.
"Moan" ""
"Attack" ""
"AttackMiss" ""
"Pain" ""
"Die" ""
"Alert" ""
"Idle" ""
"Attack" ""
}
}
}

Thanks, here's the adjusted version:
Code: [Select]
"CustomNPC" //Thank you OMS for the SMOD2's version of the format that I can learn from, I didn't have SMOD2 on my computer for some odd reason. This is adjusted version
{
"CHuman" //Custom Human
{
"EliteRebel"
{
"Health" "150" //How much health does this guy have?
"VoiceID" "ELITEREBEL" //Uses the sentences.txt for speech. IE: If they saw a enemy, they would play ELITEREBEL_ANNOUNCE#, I prefer this, but may change this later on or something
"Faction" "Rebel" //Rebel, Combine, Antlion, Zombie, Headcrab. It sets their class for factions. I wouldn't add any more factions yet.
"Models"
{
"models/human/group06/male01.mdl"
"models/human/group06/male02.mdl"
"models/human/group06/male03.mdl"
"models/human/group06/male04.mdl"
}
"Blood" "BLOOD_COLOR_RED
"FOV" "45" //Make horribly stealth AI by putting their fov to a stupid amount... Converted in code, just put a degree of angles.
"Speed" "1.2" //Note to self: Where do I control the walk speed? >_<
"MeleeDamage" "300"
"Weapons" "weapon_ar2" // Map design takes first priority.
"UseGrenade" "1"
"NumGrenades" "5"
"MoveAndShootDelay" "10.75"
"Capabilities" {
"CAP_TURN_HEAD" "1"
"MOVE_GROUND" "1"
"AIM_GUN" "1"
"INNATE_MELEE_ATTACK1" "1"
"SQUAD" "1"
"USE_WEAPONS" "1"
"DUCK" "1"
"NO_HIT_SQUADMATES" "1"
"ANIMATEDFACE" "1"
"MOVE_SHOOT" "1"
"DOORS_GROUP" "1"
"MOVE_JUMP" "1"
"USE_SHOT_REGULATOR" "1"
}
"ReplaceActivities" {
}
"Invisable" "1" //Should it be invisable to normal npcs? Make sure to make the model camo optic or something.
"TakeDamageScale" {
"Head" "1.0"
"Chest" "1.0"
"Stomach" "1.0"
"Arm" "1.0"
"Leg" "1.0"
"Blast" "1.0" // explode, fire damage.
"Melee" "1.0" // melee, stab, vehicle, physical damage.
"Other" "1.0"
}
"ArmorSet" //Sheild parts, IE Arm plates for whatever reason. For NPCS that require it on spawn. IE: Juggernauts
{
"Static"
{
"Model" //Is there anything else? Lets break things in later updates if I decide to change the complete format of this
{
"Name" "RShoulder_Armor" //When it gets damaged, it fires a output to a custom point entity for checking which part came off. for mapping purposes.
"Attachment" "r_shoulder_armor" //Look up model attachments for the model you wish to use for this NPC.
"Model" "models/armor/metal_plate_arm.mdl"
"DamageModel" //For when it gets shot off
{
"models/armor/metal_plate_arm/damaged1.mdl"
"models/armor/metal_plate_arm/damaged2.mdl"
"models/armor/metal_plate_arm/damaged3.mdl"
"models/armor/metal_plate_arm/damaged4.mdl"
}
"Health" "20" //How much damage can this sheild take?
"RegenRate" "2" //2 second delay
"RegenAmount" "1" //1 HP per above delay
"Force" "400" //How much average force is needed to get it shot off?
"Penetration" "300" //Resist a penetration depth of 300 and less, if the penetration is stronger, let it damage the NPC.
"x" "0"
"y" "0"
"z" "0"
"roll" "0"
"pitch" "0"
"yaw" "0"
} "0"
}
}
"Random"
{
"Animated" //Same as model, but animated. ASK: Should I just merge the above with the bottom?
{
"Chance" "25"
"Name" "RShoulder_Armor" //When it gets damaged, it fires a output to a custom point entity for checking which part came off. for mapping purposes.
"Attachment" "r_shoulder_armor" //Look up model attachments for the model you wish to use for this NPC.
"Model" "models/armor/metal_plate_arm.mdl"
"DamageModel" //For when it gets shot off
{
"models/armor/metal_plate_arm/damaged1.mdl"
"models/armor/metal_plate_arm/damaged2.mdl"
"models/armor/metal_plate_arm/damaged3.mdl"
"models/armor/metal_plate_arm/damaged4.mdl"
}
"DamageAnimation" //When it gets shot, uses sequences
{
"Hurt"
{
"shake01"
"shake02"
"shake03"
"shake04"
}
"Killed"
{
"eject01"
"eject02"
"eject03"
"eject04"
}
}
"Health" "20" //How much damage can this sheild take?
"RegenRate" "2" //2 second delay
"RegenAmount" "1" //1 HP per above delay
"Force" "400" //How much average force is needed to get it shot off?
"Penetration" "300" //Resist a penetration depth of 300 and less, if the penetration is stronger, let it damage the NPC.
"x" "0"
"y" "0"
"z" "0"
"roll" "0"
"pitch" "0"
"yaw"
}
}
}
}
}
Shields can still be set in a shield set file, I just have the shield section for the custom NPC for non-random armor attachments (Think... a heavy armored NPC that has destroyable armor). For the shield set file format, I'm thinking of this:
Code: [Select]
"ShieldSet"
{
"Juggetnaut"
{
"Static"
{
"Model" //Is there anything else? Lets break things in later updates if I decide to change the complete format of this
{
"Name" "RShoulder_Armor" //When it gets damaged, it fires a output to a custom point entity for checking which part came off. for mapping purposes.
"Attachment" "r_shoulder_armor" //Look up model attachments for the model you wish to use for this NPC.
"Model" "models/armor/metal_plate_arm.mdl"
"DamageModel" //For when it gets shot off
{
"models/armor/metal_plate_arm/damaged1.mdl"
"models/armor/metal_plate_arm/damaged2.mdl"
"models/armor/metal_plate_arm/damaged3.mdl"
"models/armor/metal_plate_arm/damaged4.mdl"
}
"Health" "20" //How much damage can this sheild take?
"RegenRate" "2" //2 second delay
"RegenAmount" "1" //1 HP per above delay
"Force" "400" //How much average force is needed to get it shot off?
"Penetration" "300" //Resist a penetration depth of 300 and less, if the penetration is stronger, let it damage the NPC.
"x" "0"
"y" "0"
"z" "0"
"roll" "0"
"pitch" "0"
"yaw" "0"
}
}
}
"npc_combine_s"
{
"Inherit"
{
"Juggernaut"
}
"Static"
{
"Animated" //Same as model, but animated. ASK: Should I just merge the above with the bottom?
{
"Name" "LShoulder_Armor" //When it gets damaged, it fires a output to a custom point entity for checking which part came off. for mapping purposes.
"Attachment" "l_shoulder_armor" //Look up model attachments for the model you wish to use for this NPC.
"Model" "models/armor/metal_plate_arm.mdl"
"DamageModel" //For when it gets shot off
{
"models/armor/metal_plate_arm/damaged1.mdl"
"models/armor/metal_plate_arm/damaged2.mdl"
"models/armor/metal_plate_arm/damaged3.mdl"
"models/armor/metal_plate_arm/damaged4.mdl"
}
"DamageAnimation" //When it gets shot, uses sequences
{
"Hurt"
{
"shake01"
"shake02"
"shake03"
"shake04"
}
"Killed"
{
"eject01"
"eject02"
"eject03"
"eject04"
}
}
"Health" "20" //How much damage can this sheild take?
"RegenRate" "2" //2 second delay
"RegenAmount" "1" //1 HP per above delay
"Force" "400" //How much average force is needed to get it shot off?
"Penetration" "300" //Resist a penetration depth of 300 and less, if the penetration is stronger, let it damage the NPC.
"x" "0"
"y" "0"
"z" "0"
"roll" "0"
"pitch" "0"
"yaw" "0"
}
}
"Random"
{
"Animated" //Same as model, but animated. ASK: Should I just merge the above with the bottom?
{
"Chance" "25"
"Name" "RShoulder_Armor" //When it gets damaged, it fires a output to a custom point entity for checking which part came off. for mapping purposes.
"Attachment" "r_shoulder_armor" //Look up model attachments for the model you wish to use for this NPC.
"Model" "models/armor/metal_plate_arm.mdl"
"DamageModel" //For when it gets shot off
{
"models/armor/metal_plate_arm/damaged1.mdl"
"models/armor/metal_plate_arm/damaged2.mdl"
"models/armor/metal_plate_arm/damaged3.mdl"
"models/armor/metal_plate_arm/damaged4.mdl"
}
"DamageAnimation" //When it gets shot, uses sequences
{
"Hurt"
{
"shake01"
"shake02"
"shake03"
"shake04"
}
"Killed"
{
"eject01"
"eject02"
"eject03"
"eject04"
}
}
"Health" "20" //How much damage can this sheild take?
"RegenRate" "2" //2 second delay
"RegenAmount" "1" //1 HP per above delay
"Force" "400" //How much average force is needed to get it shot off?
"Penetration" "300" //Resist a penetration depth of 300 and less, if the penetration is stronger, let it damage the NPC.
"x" "0"
"y" "0"
"z" "0"
"roll" "0"
"pitch" "0"
"yaw" "0"
}
}
}
}
._. I love coffee.

Offline BIZ

  • 32-Bit Hobo
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  • BIZ hides in shadows.
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Re: Custom Npc Script Format?
« Reply #3 on: July 01, 2013, 05:55:57 AM »
woo custom shields sound awesome. I can see enemies with riot shields ala Uncharted

https://www.youtube.com/watch?v=Lu30IL6Xb90

Offline sirmasters

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Re: Custom Npc Script Format?
« Reply #4 on: July 01, 2013, 06:52:36 AM »
woo custom shields sound awesome. I can see enemies with riot shields ala Uncharted

https://www.youtube.com/watch?v=Lu30IL6Xb90
That's one example you could use the custom shields for. The system was intended so that you can have armor plates on the enemy that you would have to shoot away to actually hurt the enemy. The damage animations are used by the shield to simulate reaction to the damage to taken (IE, getting shot on the shoulder pad would show the shoulder pad jiggle animations instead of staying still) or the plate falling off from being destroyed (IE, the plate gets destroyed and it pops off via a animation to look fancy and the root motions (If I could use it) actually apply force in the direction of the animation to the plate to make it into a flying gib instead of just dropping down).

Ahem, anyway. Any objections of the current draft of this format? If not, this will be current format of the custom npc system. Shield system will need a little more refining in format later.

Oh, does anyone here willing to document stuff for me since I'm kind of lazy to really type it all down into sensible form to learn from?
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Re: Custom Npc Script Format?
« Reply #5 on: July 01, 2013, 07:56:18 AM »
This looks so freakin' EPIC!

Also what would the documentary include? Stuff like daily changes etc.?

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Re: Custom Npc Script Format?
« Reply #6 on: July 01, 2013, 09:27:25 AM »
This looks so freakin' EPIC!

Also what would the documentary include? Stuff like daily changes etc.?

How to use, what each line does IE: "Bullet" in the either the primary or secondary section shoots bullets and it's variables blah1 and blah2 control blah blah. It's kind of how the SMOD documentation that WAS on a board here (Which disappeared after getting SMMOD it's own board...). It should be pretty much it. ._. I hope that someone documents stuff, I can imagine myself updating like crazy and not even bother putting in documentation for the scripts. I've also decided to move the download from dropbox to github, so when I update, you can be aware of it (Not sure if there is a version selection, but at least you can see update notes).
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Re: Custom Npc Script Format?
« Reply #7 on: July 01, 2013, 09:45:29 AM »
This looks so freakin' EPIC!

Also what would the documentary include? Stuff like daily changes etc.?

How to use, what each line does IE: "Bullet" in the either the primary or secondary section shoots bullets and it's variables blah1 and blah2 control blah blah. It's kind of how the SMOD documentation that WAS on a board here (Which disappeared after getting SMMOD it's own board...). It should be pretty much it. ._. I hope that someone documents stuff, I can imagine myself updating like crazy and not even bother putting in documentation for the scripts. I've also decided to move the download from dropbox to github, so when I update, you can be aware of it (Not sure if there is a version selection, but at least you can see update notes).

Ahh, yeah guess I can do that. However I will wait until the custom  weapon stuff is finished, I prefer doing it complete at once rather than updating it each time changes are made.

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Re: Custom Npc Script Format?
« Reply #8 on: July 01, 2013, 09:05:46 PM »
Ahem, anyway. Any objections of the current draft of this format? If not, this will be current format of the custom npc system. Shield system will need a little more refining in format later.

Oh, does anyone here willing to document stuff for me since I'm kind of lazy to really type it all down into sensible form to learn from?

Format looks good to me, so long as more variables can be added later.

Since I've done it for SMOD, I guess I could go ahead and document stuff for this mod too. Even though there's not much to document at the moment. :P 

EDIT: Also, I'm working on example scripts for what I am hoping the custom weapon and projectile system can eventually be. I figure it would be better than just saying "we need this, do this, this, that, etc".
« Last Edit: July 01, 2013, 10:24:49 PM by Onemanshow »

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Re: Custom Npc Script Format?
« Reply #9 on: July 01, 2013, 10:11:40 PM »
yes once stuff becomes available in the mod we will document it for you :)

 

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