Welcome, Guest. Please login or register. Did you miss your activation email?

* TUTORIAL SECTION RULES

This section is for SMOD TUTORIALS & GUIDES ONLY.
You may create a new topic in the appropriate area to share your tutorial. If you post anything off-topic here you will be temp-banned. This is so we don't hassle the moderators too much, they are volunteers.

If you need help with a tutorial, post a reply in its thread . Do not start a new topic for help here!

Author Topic: [SMOD2] Custom Combine Soldier (npc_ccombine_s) Info  (Read 6982 times)

0 Members and 1 Guest are viewing this topic.

Offline BIZ

  • 32-Bit Hobo
  • *
  • *
  • +0% chance to make useful post
  • BIZ hides in shadows.
    • BSNOOCH.COM
[SMOD2] Custom Combine Soldier (npc_ccombine_s) Info
« on: January 09, 2010, 02:32:59 AM »
Custom Combine Soldiers (npc_ccombine_s) Info!

the_author has decide to let us create our own custom combine NPC's in SMOD2! While there are a lot of options at this point, it looks like there will be many more in future updates. Here is a brief look at the Custom combine script and how to get them working in game and through mapadds.

**NOTE**
You can control the Custom Combine class in game with the ConVar smod_npc_ccombine_s_default
Quote from: Example
smod_npc_ccombine_s_default normal_combine
// npc_ccombine_s will be "normal_combine" class. Map/mapadd takes priority.

Custom Combine class randomization is available by using multiple strings, seperated by spaces.
Quote from: Example
smod_npc_ccombine_s_default normal_combine combine2
// npc_ccombine_s will either be "normal_combine" or "combine2" class. Randomly chosen by game.

Here is the default Custom Combine Soldier script, it can be found at smod2/scripts/smod_customcombines.txt

Code: [Select]
"Combines" {

"normal_combine" {
"Model" {
"Body" "models/combine_super_soldier.mdl"
"Color" "255 255 255"
}

"Base" {
"Blood" "BLOOD_COLOR_RED"
"Health" "10"
"FOV" "-0.2"
"Speed" "1.0"
"MeleeDamage" "30"
"Weapons" "weapon_smg1 weapon_shotgun" // Map design takes first priority.

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

"Suppressivefire" "5"

"StartPatrol" "0"
"UseGrenade" "1"
"NumGrenades" "5"

"MoveAndShootDelay" "0.75"

"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"
}
}

"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"
}
}

"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" {
}

}
}


I. SCRIPT BREAKDOWN

Here is a breakdown of each little section. Enjoy!

Code: [Select]
"Combines" {

"normal_combine" {
"Model" {
"Body" "models/combine_super_soldier.mdl"
"Color" "255 255 255"
}

"Combines" - SMOD engine stuff. Always include this at the top, DO NOT change remove or comment out.

"normal_combine" - This is an example of a Custom combine CLASS! You can change this name to whatever you want. This is what you will use to define what type of custom combine you want through mapadd or the smod_npc_ccombine_s_default ConVar.

"Model" - This will define the combine's model attributes. It has the Following Keyvalues:
  "Body" - defines the model file to use. Use full path from models folder!
  "Color" - Defines a color tint to be applied to the model. (RGB Code) format.

Code: [Select]
"Base" {
"Blood" "BLOOD_COLOR_RED"
"Health" "10"
"FOV" "-0.2"
"Speed" "1.0"
"MeleeDamage" "30"
"Weapons" "weapon_smg1 weapon_shotgun" // Map design takes first priority.

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

"Suppressivefire" "5"

"StartPatrol" "0"
"UseGrenade" "1"
"NumGrenades" "5"

"MoveAndShootDelay" "0.75"

"Base" - Base keyvalues for a custom soldier class:
  "Blood" - Defines what type of blood and gore to use for the model. Known values:
Quote
BLOOD_COLOR_RED = Red Blood
BLOOD_COLOR_YELLOW = Yellow Blood
BLOOD_COLOR_GREEN = Similar to Yellow
BLOOD_COLOR_MECH = Sparks
BLOOD_COLOR_ANTLION = Glitchy X's?
BLOOD_COLOR_ZOMBIE = Similar to Yellow
BLOOD_COLOR_ANTLION_WORKER = Similar to blood_color_antlion
  "Health" - Sets this classes health. Place a space in between multiple integers for a random chance to set health. Example:
Quote
"Health"      "5 10 25 50"
// Soldier will spawn randomly with either 5, 10, 25, or 50 health!
  "FOV" - Field of View. Not really sure exactly what this does. Recommended set to negative number. Closer to 0 seems to be farther distance to detect up enemies.
  "Speed" - Movement speed multiplier!
  "MeleeDamage" - Defines damage for melee strike (with weapon).
  "Weapons" - Define weapon that class should be equipped with. Place a space between multiple strings for random chance. Map/mapadd takes first priority!
  "IsElite" - Toggles Elite status. Drops AR2 and uses AR2 secondary fire occasionally.
  "Headshot" - Not sure, all headshots seem to kill...
  "Suppressivefire" - Larger number is how likely soldier is to get a clear shot, instead of spraying and praying?
  "StartPatrol" - 1 = Begin patrolling when spawned, 0 = Hold position until alerted.
  "UseGrenade" - 1 = Enable throwing grenades (Needs valid NumGrenades defined!).
  "NumGrenades" - Number of grenades for this class to carry.
  "MoveAndShootDelay" - Not sure...


Code: [Select]
"Grenade" { // Not impremented yet.
"Class" ""
"Keyvalues" {
"Type" ""
}
}

"Grenade" - This feature is not implemented yet but, it looks like you will be able to define custom explosives for each Custom Soldier class :)


Code: [Select]
"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"
}

"Capabilities" - These are pretty self explanatory. Maybe someone will write explanations for each individual one...


Code: [Select]
"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"
}

"TakeDamageScale" - This array's keyvalues define damage multipliers for this combine class. Pretty self explanatory.


Code: [Select]
"ReplaceActivities" {
"ACTIVITY_NAME"     "ACTIVITY_OVERRIDE_NAME"
}

"ReplaceActivities" - Override default animations for an activity with those from another.
Here is an example:
Quote
"ACT_RANGE_ATTACK_SMG1"    "ACT_DIERAGDOLL"
That will cause soldier to go into T-Pose when shooting SMG1 at ranged enemy!


II. MAPADD IT!

To spawn a Custom Combine Soldier via mapadd it would look like this:

Code:

"npc_ccombine_s" {
      "origin" "322 -1629 -15" "angle" "0 100 0"
      "keyvalues" {
         "combinename" "normal_combine"
      }
   }


Adding the "combinename" keyvalue will tell the game which Custom Soldier class you want instead of letting it randomly pick one.


« Last Edit: July 21, 2011, 12:54:49 AM by BIZ »

Offline Fidchell

  • *
  • *
  • +4% chance to make useful post
  • Fidchell has no influence.
Re: Custom Combine Soldier (npc_ccombine_s) Info
« Reply #1 on: July 17, 2011, 06:28:47 PM »
I sure hope in the finished product you'll be able to implement custom sounds to the ccombine as well.

Offline BIZ

  • 32-Bit Hobo
  • *
  • *
  • +0% chance to make useful post
  • BIZ hides in shadows.
    • BSNOOCH.COM
Re: Custom Combine Soldier (npc_ccombine_s) Info
« Reply #2 on: July 17, 2011, 06:41:06 PM »
I must say this function in particular looked very promising.

Offline Fidchell

  • *
  • *
  • +4% chance to make useful post
  • Fidchell has no influence.
Re: Custom Combine Soldier (npc_ccombine_s) Info
« Reply #3 on: July 17, 2011, 06:51:46 PM »
It's a real damn shame there's been literally no word on the progression of SMOD2. I really REALLY hope the Author hasn't abandoned it. :(

Offline Igoreso

  • *
  • +1% chance to make useful post
  • Igoreso has no influence.
Re: Custom Combine Soldier (npc_ccombine_s) Info
« Reply #4 on: July 17, 2011, 08:16:28 PM »
He has. Kind of.
I can post a conversation with an X-Man from accept.hopto.org/smod, if you want.
Maybe I'm wrong so if you want to keep believing - don't ask me.
« Last Edit: July 17, 2011, 08:19:08 PM by Igoreso »

Offline BIZ

  • 32-Bit Hobo
  • *
  • *
  • +0% chance to make useful post
  • BIZ hides in shadows.
    • BSNOOCH.COM
Re: Custom Combine Soldier (npc_ccombine_s) Info
« Reply #5 on: July 17, 2011, 11:11:10 PM »
dunno, i spoke with xman last year also. I don't think he is involved with development of the mod but maintains the forum.

regardless any info is appreciated. Last I checked, the author has not logged onto his own forum since Jan. 2011

Offline Igoreso

  • *
  • +1% chance to make useful post
  • Igoreso has no influence.
Re: Custom Combine Soldier (npc_ccombine_s) Info
« Reply #6 on: July 18, 2011, 09:22:31 AM »
Okay, here it is. I only pasted english text.

It began with this post, which is translated by Google to:
Quote
SMOD is the development of this site is going to be open while resting.
Words are misplaced, so whole phrase means that site will be kept working and open but development of SMOD was put to a rest.

So I wrote a PM with this text and one translated to japanese. As you can see I used short phrases so it could be translated better.
Quote
Hello.
Online translators are bad. So I have a question.
Was development of SMOD paused?
He replied with japanese text and one translated to english (which was surprisingly almost clear to understand).
Quote
The translation is not a mistranslation of the site.
And the production is temporary pause from our contacts, according to the author.
Suspended because the last, but intend to resume it seems the timing is yet to be determined.
I then thanked him for info, and that's all.

Offline BIZ

  • 32-Bit Hobo
  • *
  • *
  • +0% chance to make useful post
  • BIZ hides in shadows.
    • BSNOOCH.COM
Re: Custom Combine Soldier (npc_ccombine_s) Info
« Reply #7 on: July 19, 2011, 01:20:21 AM »
good info. we can only hope.

 

SimplePortal 2.3.6 © 2008-2014, SimplePortal