Enemy/NPC Maker V2
by J · 01/05/2012 (10:35 am) · 6 comments
EDIT: this is version 2 of this resourse. The first version was lame... now you can name you characters for your shapehud and rename them, also have a different look/setup.
v2 Download File
1. install this resource by Michael Perry - www.garagegames.com/community/resources/view/13048
2. add the eMcommands.cs to your server side and exec it
3. add enemyMakerGUI.gui to your client ui and exec it
4. Add this in your default.bind:
NEW: in Armor::onAdd... in player.cs in TGE 1.5.2... add this:
5. In your mission, create a simGroup called "Enemies" and one called "NPC"
6. In game, hit "alt e" to use
DESC /////////////////////////////////////////////////////////////
The Creator:
- This grabs all the player datablocks and lists them
- To use, select a datablock and a position and click "Create"
- If NPC is checked, it will place the newly created player in the NPC simGroup, if not it will place the player into the Enemies simGroup
- The plus button adds a new user position to set the new player at
- You can have up to 5 new positions - it is easy to add more if you want.
- ControlObj in the position list will grab the position of the current control object and use it to set your creation position. You can move your player/camera around and create enemies at your current location
In mission NPC/Enemies
- You can select a NPC or Enemy and Delete or Goto it
- If you delete a NPC or Player "in Game" by killing it or other means; it will not register in the enemy maker until it gets updated... so when you Goto, if the enemy is deleted you might get transported to a wierd place... like under the terrain
***YOU MUST SAVE YOUR MISSION TO KEEP YOUR ENEMIES/NPCs.
I haven't tested this in T3D or TGEA, but it should drop right in. My current project required this so I'm only focusing on TGE.
v2 Download File
1. install this resource by Michael Perry - www.garagegames.com/community/resources/view/13048
2. add the eMcommands.cs to your server side and exec it
3. add enemyMakerGUI.gui to your client ui and exec it
4. Add this in your default.bind:
//Enemy Maker Toggle
function toggleEnemyMaker(%val){
if(%val)
enemyMaker.toggle();
}
function EnemyMaker::toggle(%this)
{
if (%this.isAwake()){
Canvas.popDialog(%this);
}else{
Canvas.pushDialog(%this);
}
}
moveMap.bind(keyboard, "alt e", toggleEnemyMaker);NEW: in Armor::onAdd... in player.cs in TGE 1.5.2... add this:
%obj.setShapeName(%obj.getInternalName());
5. In your mission, create a simGroup called "Enemies" and one called "NPC"
6. In game, hit "alt e" to use
DESC /////////////////////////////////////////////////////////////
The Creator:
- This grabs all the player datablocks and lists them
- To use, select a datablock and a position and click "Create"
- If NPC is checked, it will place the newly created player in the NPC simGroup, if not it will place the player into the Enemies simGroup
- The plus button adds a new user position to set the new player at
- You can have up to 5 new positions - it is easy to add more if you want.
- ControlObj in the position list will grab the position of the current control object and use it to set your creation position. You can move your player/camera around and create enemies at your current location
In mission NPC/Enemies
- You can select a NPC or Enemy and Delete or Goto it
- If you delete a NPC or Player "in Game" by killing it or other means; it will not register in the enemy maker until it gets updated... so when you Goto, if the enemy is deleted you might get transported to a wierd place... like under the terrain
***YOU MUST SAVE YOUR MISSION TO KEEP YOUR ENEMIES/NPCs.
I haven't tested this in T3D or TGEA, but it should drop right in. My current project required this so I'm only focusing on TGE.
About the author
I used to be obsessed with building my own open-ended RPG and a 3D Side Scroller RPG. But the job/house/girlfriend got in the way. I know, I know. Now I concentrate on doing architectural renderings (with the help of T3D of course) and VBA programming.
#2
Download it
Make sure to add %obj.setShapeName(%obj.getInternalName()); to your armor::onAdd function
I'm also going to improve this resource to have various AIPlayer functionality like you find in AIPlayer.cs. Enemies attack, you can assign to paths. Other additions: view/edit their dynamic variables for RPG type stats. Create new variations of datablocks based on existing ones. And maybe a save button
01/06/2012 (1:20 pm)
Edited the original last night and made it much better with a few additions...Download it
Make sure to add %obj.setShapeName(%obj.getInternalName()); to your armor::onAdd function
I'm also going to improve this resource to have various AIPlayer functionality like you find in AIPlayer.cs. Enemies attack, you can assign to paths. Other additions: view/edit their dynamic variables for RPG type stats. Create new variations of datablocks based on existing ones. And maybe a save button
#3
01/09/2012 (6:24 am)
Very cool resource J. Helpers GUIs like this are a great addition to any project.
#4
@Robert, I would be interested in knowing what changes are necessary, if any, for T3D... my xps is still bombed, so I can't check it.
01/10/2012 (10:16 am)
Thanks Michael! Couldn't have done it without your resource!@Robert, I would be interested in knowing what changes are necessary, if any, for T3D... my xps is still bombed, so I can't check it.
#5
Robert
01/11/2012 (9:14 am)
@] Sure thing. I'm gonna try to try it out tonight or ASAP this week. This will be real nice for my projects.Robert
#6
08/21/2013 (1:59 pm)
The download link is down. If you have the file please give/publish in this site. Thank you. 
Robert Welch
Draga Design Solutions, LLC
Thanks,
Robert