Forums: Tutorial on NPC-Stuff ("Basics" :D) - Forums

Jump to content

Page 1 of 1

 

Tutorial on NPC-Stuff ("Basics" :D)
Hope i can help you!

#1 User is offline   riggen 

  • takes off every ZIG
  • Group: Members
  • Posts: 630
  • Joined: 14-January 03

Posted 26 April 2003 - 01:00 PM

<font color='#000000'>In this tutorial you are goin to learn how to place NPCs in your map and how to configure them. (These are only the basics, you can do more complicated things with NPCs else, but this here should be enough for now!  )
Ok, so you have got your level (with Playerstart and all those stuff) you want to place a "normal" character in opened in PostEd, now you goto Actor Class Browser (the chess-figure) and then Actor->Pawn->FPSPawn->P2Pawn->P2MoCapPawn->PersonPawn->Bystander
you now get a long list of people you are able to place. If yu want to place an officer sometime you just choose "AuthorityFigure" instead of "Bystander", but we are only interested in some funny people like...KROTCHY! [this guy is soooo funny!] So choose Krotchy in the list that it is marked blue (or something  ). Done that you minimize the ACB and rightclick in you level (best on the ground!  ) and from the contextmenu you choose "Add Krotchy here" and there he is! Before i forget: often pawns are placed as red-shirt guys and always without head! (thats normal), but the red-shirts will change to normal clothes in game so dont mind!
Ok, theres Krotchy smiling at you...punish the damn bastard by doubleclicking on him! Just fun! You now got the Properties and from now on you COULD learn by doing, because you most see what options mean if you see it's name. But OK, the most interesting things to change you find in "PawnAttributes" Just play around with stats like GunCrazy (takes out his gun if you annoy him) or Fitness (running exhaustes him fast) and test your placed npc by plaing the map (first saving it or start out of the ed), often its much better if you place to NPCs with very different stats concerning different things together in this level so you see which stat means which reaction...ok?! I think the only thing i could help you with now is how to give your NPC a weapon and other stuff..hmm...goto Pawnattributes if you aren't already there and extend "BaseEquipment", Krotchy will already have got a shotgn and a rocketlauncher, change this or add things by exending the number of the equipment you want to change, clicking o WeaponClass-Field and then on the arrow to choose from a list. For example you can give him a pizza you can take if he dies. If you want to give him more than his standard amount of equipment you click on Add when BaseEquipment is chosen and you will get an additional field. And remember testing around with those stats, funny things could happen!? :)

Ah ja! to make you NPCs move around (like in normal game-they walk around, ok without any sense, but the walk around! :) ) you need to set so called PathNodes. They are displayed as Apples if you place them (rightclick into viewport and "Add PathNode here", they show the NPCs where they can walk around...don't set them high in the air and there shouldnt be too much distance between them, becuase they wont get theres another PathNode if its in the next town! :) In height of the NPC's knee is good i think, not exactly this height but...ok, you know what i mean!

So then, have fun with your new virtual friends!
If there are still any questions concerning this tut or u would just like to send some feedback: d-fens@comic.com

-Psychoriggen

thanks to Neffy for support!

edit by SKillMaster
Running with Scissors Pawn Attributes Tutorial

This post has been edited by SKillMaster: 08 November 2005 - 09:37 AM

0

#2 User is offline   Devilpyro 

  • Group: Members
  • Posts: 15
  • Joined: 25-April 03

Posted 26 April 2003 - 02:22 PM

and another great help, now i only need to figure out how to place doors (and open them offcourse) so i can actually walk in the house i builded :P
0

#3 User is offline   riggen 

  • takes off every ZIG
  • Group: Members
  • Posts: 630
  • Joined: 14-January 03

Posted 26 April 2003 - 02:26 PM

good i could help, thanks for reply...

ok so i write a little door tut now....for now you could just leave the hole you use gfor the door... :P

0

#4 User is offline   The Burning Fish 

  • Group: Members
  • Posts: 14
  • Joined: 01-July 03

Posted 29 July 2003 - 08:33 PM

Is ther a way to add npc's in Postal 2 WHILE PLAYING through the console, which command is neede for that? I did it in Unreal 2, but I can't figure it out in this game  :(
0

#5 User is offline   riggen 

  • takes off every ZIG
  • Group: Members
  • Posts: 630
  • Joined: 14-January 03

Posted 01 August 2003 - 09:57 AM

there was a way to do this in the mpmod, normal postal2...hm...i take a look.
0

#6 User is offline   MDMC 

  • Group: Members
  • Posts: 33
  • Joined: 31-October 05

Posted 07 November 2005 - 07:28 PM

thanks for this tut... :goinpostal:
0

#7 User is offline   tiger@sound.net 

  • Group: Members
  • Posts: 537
  • Joined: 30-April 05

Posted 08 November 2005 - 08:37 AM

riggen, on Apr 26 2003, 09:26 AM, said:

good i could help, thanks for reply...

ok so i write a little door tut now....for now you could just leave the hole you use gfor the door... :P</font>

Yes, Riggen, this is a very nice and fun little introduction to NPC placement.
(There's about only a ZILLION attributes for Postal NPCs, both within P2 and AW.)
So, it is probably easier to look at a map's NPCs, for trying to understand them? B)

And, now, I'm trying to get into doors, so to speak.

It's easy enough to simply find a basic door, that I like.
Then I copy the door object, the DoorMover and its Door-piece in the middle of it.
And then I will go and paste that in my map.

My question is this,
what is your easiest method of making the opening fit the door?
Are there prebuilt doors, with matching door-frames, to make this more fun?

Then I could see using a door-frame mesh to cut out a hole in a wall, perhaps?
And then, the DoorMover and its Door-piece simply slide into that door-frame.
(But would you have to bond the door-frame mesh with the wall's mesh?)

This post has been edited by tiger@sound.net: 08 November 2005 - 08:47 AM

0

#8 User is offline   SKillMaster 

  • Eternally Damned
  • Group: Deutsche Moderatoren
  • Posts: 2,987
  • Joined: 27-February 03

Posted 08 November 2005 - 09:34 AM

Unfortunately Riggen kinda left the forums, but he might have look from time to time here...

His posts here are all about 2 years old.

I cant remember if the door frame and the door are in the same scale, so they fit seamlessly.
But I think you have to adjust it, but Im not sure right now, I'll have to check when I am back home (Im in school now).

Quote

Then I could see using a door-frame mesh to cut out a hole in a wall, perhaps?

I don't think so, cause meshes and brushes are two different things...
You have to make a brush in the same size of the doorframe, maybe a little bit smaller and substract it.

I'd suggest you to have a look into this: Postal2 Door Tutorial.

And because this is a NPC tutorial thread, you might as well have a look at this one: RWS Pawn Attributes Tutorial

This post has been edited by SKillMaster: 08 November 2005 - 09:35 AM

0

#9 User is offline   tiger@sound.net 

  • Group: Members
  • Posts: 537
  • Joined: 30-April 05

Post icon  Posted 08 November 2005 - 10:16 PM

SKillMaster, on Nov 8 2005, 04:34 AM, said:

Unfortunately Riggen kinda left the forums, but he might have look from time to time here...

His posts here are all about 2 years old.

I cant remember if the door frame and the door are in the same scale, so they fit seamlessly.
But I think you have to adjust it, but Im not sure right now, I'll have to check when I am back home (Im in school now).

Quote

Then I could see using a door-frame mesh to cut out a hole in a wall, perhaps?

I don't think so, cause meshes and brushes are two different things...
You have to make a brush in the same size of the doorframe, maybe a little bit smaller and substract it.

I'd suggest you to have a look into this: Postal2 Door Tutorial.

And because this is a NPC tutorial thread, you might as well have a look at this one: RWS Pawn Attributes Tutorial

(Sorry about starting an Off Topic reply, about doors, in this message.) :(

But, THANKs for that RWS Pawn Attributes Tutorial!
(I have all of those copied down to my system for easier reference.) :)

After some research and seraching here is my "Copy and Paste" answer to basic Postal doors. cus-P2AW7-Doors_n_stuff034-false-door.fuk.zip

Simply look around my map to find a door that you like and just copy it, along with its trigger-switch and the yellow cutting-mesh around it, at the very same time.

Paste that fitted group of door pieces into a mesh wall, just right.
And rebuild your map, to make it, happen.

And then PRESTO, CHANGO, you have a simple Postal Door, folks!
:D

This post has been edited by tiger@sound.net: 10 February 2006 - 10:10 AM

0

Page 1 of 1