Solved Why do the HUDs of npcs disappear and reappear on the screen?

Question that is answered or resolved.

Steven1985

Active member
When playing Final Fight X v. 1.0.0 with npcs their huds (lifeposition, iconposition and nameposition) disappear and then reappear. Why does this happen?
(See between 2:25 and 3:00)
 
Solution
C:
name       Guy
health       124
speed       11
type       player
shadow       0
noquake    1
makeinv    0

playshotno sp
atchain    1 1 2 3 0
antigrab 2
grabfinish 1
grabback    1
weapons    guy_pipe guy_muramasa! guy_knife guy  
icon       data/chars/guy/icon.gif
candamage  enemy obstacle
projectilehit player npc obstacle

diesound   data/sounds/guy_muerte.wav

com s    freespecial

palette data/chars/guy/wk1.gif

C:
name       Guy_
health       124
speed       11
type       npc
subtype    follow
shadow       0
noquake    1
makeinv    0
#dust    dust
playshotno sp
atchain    1 1 2 3 0
antigrab 2
grabfinish 1
grabback    1
weapons    guy_pipe guy_muramasa! guy_knife guy  
icon       data/chars/guy/icon.gif
diesound...
The npc has lifebars in ondrawscript, when npc picks up weapon the weapon model has no lifebar in ondrawscript.
In the game there are: guy.txt, guy_knife.txt, guy_muramasa!.txt, guy_npc.txt and guy_pipe.txt. I put lifeposition, iconposition and nameposition only at guy_npc. Does that mean I have to put them on these other files as well? (guy_knife.txt, guy_muramasa!.txt and guy_pipe.txt have as type none).
 
In the game there are: guy.txt, guy_knife.txt, guy_muramasa!.txt, guy_npc.txt and guy_pipe.txt. I put lifeposition, iconposition and nameposition only at guy_npc. Does that mean I have to put them on these other files as well? (guy_knife.txt, guy_muramasa!.txt and guy_pipe.txt have as type none).

Post the text file headers for the NPC and one of their weapons in code tags please.

DC
 
Post the text file headers for the NPC and one of their weapons in code tags please.

DC
C:
name       Guy
health       124
speed       11
type       player
shadow       0
noquake    1
makeinv    0

playshotno sp
atchain    1 1 2 3 0
antigrab 2
grabfinish 1
grabback    1
weapons    guy_pipe guy_muramasa! guy_knife guy   
icon       data/chars/guy/icon.gif
candamage  enemy obstacle
projectilehit player npc obstacle

diesound   data/sounds/guy_muerte.wav

com s    freespecial

palette data/chars/guy/wk1.gif

C:
name       Guy_
health       124
speed       11
type       npc
subtype    follow
shadow       0
noquake    1
makeinv    0
#dust    dust
playshotno sp
atchain    1 1 2 3 0
antigrab 2
grabfinish 1
grabback    1
weapons    guy_pipe guy_muramasa! guy_knife guy   
icon       data/chars/guy/icon.gif
diesound   data/sounds/guy_muerte.wav
hostile enemy
candamage  enemy obstacle
#nolife  0
defense all
aggression 200
aimove chase
projectilehit player npc obstacle
subject_to_screen 1

iconposition  98 213
lifeposition  114 224
nameposition 116 216
lifebarstatus 62 3 0


#animationscript data/scripts/guy_npc.c

com s    freespecial

palette data/chars/guy/wk1.gif

C:
name        guy_knife
type        none
shadow        0
noquake     1
makeinv     1
playshotno  sp
atchain     1 1 1 1 1
antigrab 2
grabback    1
icon        data/chars/guy/icon.gif
diesound    data/sounds/guy_muerte.wav

palette     data/chars/guy/wk1.gif

com s    freespecial
com a2    freespecial2

load knife_

C:
name        guy_muramasa!
type        none
shadow        0
noquake     1
makeinv     1
playshotno  sp
atchain     1 1 1 1 1
antigrab 2
grabback    1
icon        data/chars/guy/icon.gif
diesound    data/sounds/guy_muerte.wav

palette     data/chars/guy/wk1.gif
com s    freespecial

C:
name        guy_pipe
type        none
shadow        0
noquake     1
makeinv     1
playshotno  sp
atchain     1 1 1 1 1
antigrab 2
grabback    1
icon        data/chars/guy/icon.gif
diesound    data/sounds/guy_muerte.wav

palette     data/chars/guy/wk1.gif
com s    freespecial

C:
name     knife_
health   1
type    pshot
shootnum  1
remove   1
speed    15
flash   flash3
noatflash 1

#candamage  enemy #player #npc

palette data/chars/misc/knife/knife/knife.gif
 
C:
name       Guy
health       124
speed       11
type       player
shadow       0
noquake    1
makeinv    0

playshotno sp
atchain    1 1 2 3 0
antigrab 2
grabfinish 1
grabback    1
weapons    guy_pipe guy_muramasa! guy_knife guy  
icon       data/chars/guy/icon.gif
candamage  enemy obstacle
projectilehit player npc obstacle

diesound   data/sounds/guy_muerte.wav

com s    freespecial

palette data/chars/guy/wk1.gif

C:
name       Guy_
health       124
speed       11
type       npc
subtype    follow
shadow       0
noquake    1
makeinv    0
#dust    dust
playshotno sp
atchain    1 1 2 3 0
antigrab 2
grabfinish 1
grabback    1
weapons    guy_pipe guy_muramasa! guy_knife guy  
icon       data/chars/guy/icon.gif
diesound   data/sounds/guy_muerte.wav
hostile enemy
candamage  enemy obstacle
#nolife  0
defense all
aggression 200
aimove chase
projectilehit player npc obstacle
subject_to_screen 1

iconposition  98 213
lifeposition  114 224
nameposition 116 216
lifebarstatus 62 3 0


#animationscript data/scripts/guy_npc.c

com s    freespecial

palette data/chars/guy/wk1.gif

C:
name        guy_knife
type        none
shadow        0
noquake     1
makeinv     1
playshotno  sp
atchain     1 1 1 1 1
antigrab 2
grabback    1
icon        data/chars/guy/icon.gif
diesound    data/sounds/guy_muerte.wav

palette     data/chars/guy/wk1.gif

com s    freespecial
com a2    freespecial2

load knife_

C:
name        guy_muramasa!
type        none
shadow        0
noquake     1
makeinv     1
playshotno  sp
atchain     1 1 1 1 1
antigrab 2
grabback    1
icon        data/chars/guy/icon.gif
diesound    data/sounds/guy_muerte.wav

palette     data/chars/guy/wk1.gif
com s    freespecial

C:
name        guy_pipe
type        none
shadow        0
noquake     1
makeinv     1
playshotno  sp
atchain     1 1 1 1 1
antigrab 2
grabback    1
icon        data/chars/guy/icon.gif
diesound    data/sounds/guy_muerte.wav

palette     data/chars/guy/wk1.gif
com s    freespecial

C:
name     knife_
health   1
type    pshot
shootnum  1
remove   1
speed    15
flash   flash3
noatflash 1

#candamage  enemy #player #npc

palette data/chars/misc/knife/knife/knife.gif

@danno and I thought you were using script, not the boss life commands, and for a good reason. You can't get the effect you are after without using script or making seperate weapon model texts for the NPCs.
  • When the NPC picks up a weapon, the weapon does not have the iconposition/lifeposition/etc., and therefore does not display its life on screen.
  • If you add iconposition/lifeposition/etc. to the weapon texts, then whenever a PLAYER picks up the weapon, the life display will appear as if they were an NPC.
You must create weapon model texts just for the NPCs, or use a script that can logically decide when to display lifebars.

DC
 
Solution
@danno and I thought you were using script, not the boss life commands, and for a good reason. You can't get the effect you are after without using script or making seperate weapon model texts for the NPCs.
  • When the NPC picks up a weapon, the weapon does not have the iconposition/lifeposition/etc., and therefore does not display its life on screen.
  • If you add iconposition/lifeposition/etc. to the weapon texts, then whenever a PLAYER picks up the weapon, the life display will appear as if they were an NPC.
You must create weapon model texts just for the NPCs, or use a script that can logically decide when to display lifebars.

DC
What should I do in both cases?
 
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