

Cool!! I will msg Zook now. I hope that everyone else interested in using the other Killer App models in maps wil mail him also with the request.


Nope, because we're using Single Player features in Multiplayer maps. NPC/AI characters are only supposed to be used in SP maps. They do work in MP as well, but we are cheating when we do that because MP was never intended to use these.Cybernaught wrote:But if the map is already a MP map, can the MP models be used in them as NPC's
Yes, yes, and YES! At this point I would try "anything" to not loose any more depth to my original era map projects.tronfaq wrote:@Hangman: As I expected, converting MP models to SP is a daunting task. I pretty much knew that already, but should have forewarned you more about the difficulties involved.
But, not all is lost. There may be a bit of a silver lining in the situation. After giving this some thought, I've come up with an idea. That is, if you're willing to settle for something a bit less than what you undoubtedly were originally hoping for.
At this point I would be happy to have to plan the entire map around them being non-interactive & static! Thats fine by me, just wanted that extra depth with them there.tronfaq wrote:Okay, so you can't have Sark and MCP Guards moving around and attacking the players. But what about having them strictly observe the players and not get involved?
That is very much possible.![]()
They would be static and pretty much unmoving, but at least they'd be there.
Well, I put in... cineractloop baseanim - and this didnt seem to do anything... not sure if this is correct or if it needs to be cineractloop_baseanim or something else, but using this command he stood as a "literal" statue in place hands at sides.tronfaq wrote: [*]Click the Commands button. In the Initial field, enter either cineractloop baseanim or cineractloop lst, whichever you end up preferring. I haven't tried these specific animations myself, but they should work.
Well, for Sark, that was EXACTLY what I had in mind. some kind of permanent force-field around him. I was thinking of using 2 cylinders with a static-ish 90% transparent looking texture that resembled electricity, and have each spinning opposite to the other. Which would look like a charge on the field or something. an possibly a very thin glow layer for added force-field effect.tronfaq wrote:In the case of Sark, you could put him behind a force field where it looks like he's talking to the MCP. For the Guards, hmm. Well, if there are pit cells in your map you could put the guards standing on top of the pit cells. With invisible walls preventing the players from jumping on top or shooting at them. Or you could put the Guards inside the cells behind force fields, where it looks like they're interrogating prisoners.
They both worked exactly as they should, then. Yes, baseanim makes the character stand like a statue.HangmanEXE wrote:but using this command he stood as a "literal" statue in place hands at sides.
Should he animate some with that command somehow? "scratches head"
The other... cineractloop lst -worked and made him animate to look like is is about to throw a disc at someone.
Not really. Again, this is the problem we're facing: it's an MP model, so it only works with MP animations. SP animations do not work with MP models. Although on first impression it might have looked like baseanim did nothing, it actually overrode the default SP animation with an MP one. Otherwise, your character would flail about and look like a gibbering wreck because the default animation is not compatible with the model.Any other commands that might work using them this way FAQ? That way I could have a few options when using the models this way.
That would indeed work nicely. Sounds like an excellent plan.For the MCP guards I had a brainstorm!
For each of them, I was going to place them just inside those human body shaped standing alcove-like areas they emerged from in the film when FLYNN arrived in the entry port area.
The entrance to each of these would be covered in those hexagon style force-fields seen in the film when one stamped his shock-rod-staffs on the top of the pitcell.