Lt. Commander
Join Date: Dec 2007
Posts: 120
Is there a way to modify an enemy's appearence or create a "costume" for a bad guy? I am looking create a "break away" faction group, but would like their look to be different.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
01-01-2011, 05:38 PM
Quote:
Originally Posted by Craig-Hill
Is there a way to modify an enemy's appearence or create a "costume" for a bad guy? I am looking create a "break away" faction group, but would like their look to be different.
Absolutely, unless I'm misunderstanding your question. You can change the individual costumes of actors within npc groups. It's something I've done many times in several tutorials. In particular, the zombie tutorial changes the costumes of enemies. It should help you out.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
01-01-2011, 08:35 PM
Quote:
Originally Posted by Kirkfat View Post
Absolutely, unless I'm misunderstanding your question. You can change the individual costumes of actors within npc groups. It's something I've done many times in several tutorials. In particular, the zombie tutorial changes the costumes of enemies. It should help you out.
Thanks I will check it out
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
01-01-2011, 09:04 PM
Just thought I'd let you guys know I managed to get an enemy ship to attack a base in space. It was a very tedious process to get it to work properly but it is possible. I used a generic damaged base and a fed cruiser 1 group.

I located all of the above (all the individual ships as well) at the exact same co-ordinates and then adjusted the height of the base down by something like 33km. What it looks like is a Reman battleship is fighting the base.

I changed the name of the fed ship to Orion Base and by painstakingly locating it just right it appears the Reman ship is shooting the bottom of the tower on the base and the base is fighting back.

The trick is getting the correct elevation. If it is too far either way up or down it doesn't work. It sure beat my previous solution to defending a base under attack...

I had used an Orion ship fighting a Reman ship so that there was something going on when I got there... but I had to jump through some dialogue hoops explaining that the other ship was some rival faction taking advantage of the situation... now that whole bunch of contrived dialogue and extra ships got tossed in the trash and I got what I wanted in the first place.

Someone else might want to try this and make a tutorial. Or you can check it out in the opening scene of my mission called "Rescue". If you see two of these by me up there look for the one that says "Revised for the New Year" in the description.

Another problem worked around... enjoy!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
01-02-2011, 05:44 AM
Quote:
Originally Posted by Napoleon_BlownApart
Just thought I'd let you guys know I managed to get an enemy ship to attack a base in space. It was a very tedious process to get it to work properly but it is possible. I used a generic damaged base and a fed cruiser 1 group.

I located all of the above (all the individual ships as well) at the exact same co-ordinates and then adjusted the height of the base down by something like 33km. What it looks like is a Reman battleship is fighting the base.

I changed the name of the fed ship to Orion Base and by painstakingly locating it just right it appears the Reman ship is shooting the bottom of the tower on the base and the base is fighting back.

The trick is getting the correct elevation. If it is too far either way up or down it doesn't work. It sure beat my previous solution to defending a base under attack...

I had used an Orion ship fighting a Reman ship so that there was something going on when I got there... but I had to jump through some dialogue hoops explaining that the other ship was some rival faction taking advantage of the situation... now that whole bunch of contrived dialogue and extra ships got tossed in the trash and I got what I wanted in the first place.

Someone else might want to try this and make a tutorial. Or you can check it out in the opening scene of my mission called "Rescue". If you see two of these by me up there look for the one that says "Revised for the New Year" in the description.

Another problem worked around... enjoy!
Interesting, so you essentially hid the ships inside the base? And they just stayed there, despite being fired upon?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
01-02-2011, 06:52 AM
Yes, exactly that.. it just occurred to me yesterday to try and see if it would work and after a few hours of trying different things I found a Sweet Spot that performed and looked good. It seemed like you need to get the ship stuck in the rock part just below the base of the tower. I did not have to use the decimals in the coordinates... I think the elevation difference of the base to the ship was -33km. I'll check that & post it up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
01-02-2011, 07:13 AM
Quote:
Originally Posted by Napoleon_BlownApart
Yes, exactly that.. it just occurred to me yesterday to try and see if it would work and after a few hours of trying different things I found a Sweet Spot that performed and looked good. It seemed like you need to get the ship stuck in the rock part just below the base of the tower. I did not have to use the decimals in the coordinates... I think the elevation difference of the base to the ship was -33km. I'll check that & post it up.
Thanks NB. This gives me an idea. I wonder if we could use this trick to disable an enemy ship, which is a feature that many people are requesting. I'll see if I can hide small ships inside big ships, lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
01-02-2011, 09:38 AM
Quote:
Originally Posted by Kirkfat View Post
Interesting, so you essentially hid the ships inside the base? And they just stayed there, despite being fired upon?
I figured that's what NB did. One of the Devs on RedShirt, I think it was AStarSearcher warned me that enemies will transport themselves to the player if they cannot reach the player's character by normal travel, but in this case, as long as the NPC is being attacked solely by another NPC, that's a battle sequence that the player can sit back and watch, so it should work flawlessly.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
01-02-2011, 09:48 AM
Quote:
Originally Posted by LordOfPit View Post
I figured that's what NB did. One of the Devs on RedShirt, I think it was AStarSearcher warned me that enemies will transport themselves to the player if they cannot reach the player's character by normal travel, but in this case, as long as the NPC is being attacked solely by another NPC, that's a battle sequence that the player can sit back and watch, so it should work flawlessly.


So far, I haven't seen the transporter effect, I'm attacking the immobile npcs. I put spheres inside of an asteoid, and then I put the asteroid inside of a Borg cube 'detail'. It's not perfect, but it allows me to engage the cube and disable it, by killing the spheres trapped inside of it.

The problem: All the spheres fire from the same spot, so the cube acts strangely when looking like it's firing on my ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
01-02-2011, 11:27 AM
This is progressing well... if we can tweak these and get the results we are looking for that is a step in the right direction. anything else need a solution? Post it up and I'll run it through my puny brain and see what pops up...
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