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)
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...
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).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).
Post the text file headers for the NPC and one of their weapons in code tags please.
DC
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
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
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_
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
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
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
What should I do in both cases?@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.
You must create weapon model texts just for the NPCs, or use a script that can logically decide when to display lifebars.
- 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.
DC
What should I do in both cases?