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Henchman Pack.
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Seipher
Minion with Training


Joined: 05 Oct 2004
Posts: 96
Location: The Temple of Darkness

PostPosted: Fri Oct 22, 2004 9:01 pm    Post subject: Reply with quote

I'm not sure, just double check to make sure everything is in the right location and try it again.

Also, try spawning a different henchman to see if it comes up.

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Jarjee
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Joined: 29 Sep 2004
Posts: 32
Location: In a active volcano with sharks with laser beams attached to their heads

PostPosted: Fri Oct 22, 2004 11:54 pm    Post subject: Reply with quote

Downloaded Ryu, Entered add 1 600, no Ryu.
Tell me if this is wrong, EntTextDescs and EntShortNames in the LResource_en_UK folder. 00604-Henchman_Hunter.desc in 00500-00699 Henchmen folder. And Henchman_Stats in BalancingSpreadsheets.

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P.A.T.R.I.O.T Infiltrator
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Joined: 07 Oct 2004
Posts: 24

PostPosted: Sat Oct 23, 2004 11:00 am    Post subject: Reply with quote

"Pretty cool, Seipher. I'm going to give it a try later on today. It's sort of funny, but some of these I've worked on myself (with different abilities, though). I can't wait for skinning to be possible. My Crash Dummy henchman has new sounds (you can add your own, just check out my thread for Henchman Help), and I want to give him a more robot-ish skin when it's possible. Why not add a skeleton henchman too? No game is complete until it has a walking skeleton! I doubt I need to post my skeleton henchman here, since you could do it too."
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BobPage
Mad Scientist


Joined: 27 Sep 2004
Posts: 208

PostPosted: Sat Oct 23, 2004 11:02 am    Post subject: Reply with quote

Hm, maybe I should get on this modding bandwagon *mind begins to wander as ideas formulate*
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Seipher
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Joined: 05 Oct 2004
Posts: 96
Location: The Temple of Darkness

PostPosted: Sat Oct 23, 2004 11:44 am    Post subject: Reply with quote

Jarjee wrote:
Downloaded Ryu, Entered add 1 600, no Ryu.
Tell me if this is wrong, EntTextDescs and EntShortNames in the LResource_en_UK folder. 00604-Henchman_Hunter.desc in 00500-00699 Henchmen folder. And Henchman_Stats in BalancingSpreadsheets.


That is wrong, EntShortNames, EntTextDescs and all of the Henchman desc files go in the DynamicResources folder. The henchman_stats.csv go in BalancingSpreadSheets.

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Jarjee
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Joined: 29 Sep 2004
Posts: 32
Location: In a active volcano with sharks with laser beams attached to their heads

PostPosted: Sat Oct 23, 2004 9:51 pm    Post subject: Reply with quote

Seipher, thanks for helping, now Col. Blackheart is in the game. Had to edit him a bit to fix a little bug with him but now he is working perfectly.
Thanks again for enabling him in the game.

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soulfoot
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Joined: 18 Oct 2004
Posts: 2

PostPosted: Sun Oct 24, 2004 8:11 am    Post subject: more more Reply with quote

ok I'm pretty willing to create acts of infamy for these guys to get them in but I have one question... where do I edit the game so that I can do as many Henchmen AOI's as I want instead of choosing between the selection, I'm just far enough in the game to have the option to go to island two so I dont even know how many henchmen I can have total but hehehe I want them all and I would like to code or have someone code a way I can get them without console cheating
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Seipher
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Joined: 05 Oct 2004
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Location: The Temple of Darkness

PostPosted: Sun Oct 24, 2004 1:15 pm    Post subject: Reply with quote

Jarjee wrote:
Seipher, thanks for helping, now Col. Blackheart is in the game. Had to edit him a bit to fix a little bug with him but now he is working perfectly.
Thanks again for enabling him in the game.


Did you fix the bug where he wasn't drawing his gun when you examined him? I could never figure out how to fix that...

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Jarjee
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Joined: 29 Sep 2004
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Location: In a active volcano with sharks with laser beams attached to their heads

PostPosted: Mon Oct 25, 2004 2:35 am    Post subject: Reply with quote

Sorry no,
Just fixed the fact that when fighting at close quarters, he wont freeze .(Fixed by adding another wepon)
ps. I think the gun not being taken out is because of a bone or somthing, I look it up. And I made an AOI to get him. I need a lab-rat to test it.

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Jarjee
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Joined: 29 Sep 2004
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Location: In a active volcano with sharks with laser beams attached to their heads

PostPosted: Mon Oct 25, 2004 2:48 am    Post subject: Reply with quote

Don
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SnoopingGuy
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Joined: 25 Oct 2004
Posts: 6
Location: Somewhere in the far east

PostPosted: Mon Oct 25, 2004 10:02 pm    Post subject: Uhh Reply with quote

Hello there, I think the file for Col Blackheart's gun is Weapons_Blunderbuss_A.GR2.... Study Well, how can I make henchman that big in size like moko or ivan???Is there something to do with the geometry of the model? Seipher, I've read your tutorial and it is very easy to understand, very good tut I might add. Music
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Seipher
Minion with Training


Joined: 05 Oct 2004
Posts: 96
Location: The Temple of Darkness

PostPosted: Mon Oct 25, 2004 11:30 pm    Post subject: Reply with quote

Thanks.

If you wanted to make a henchman the size of moko or ivan, you would need to use thier bone structure. However, when doing this with ordinary models, it stretches the textures and often makes them look strange.

You can learn more about bone structures from my bodyguard tutorial, here:

http://www.angelfire.com/vamp/abyssion/bg.html

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Jarjee
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Joined: 29 Sep 2004
Posts: 32
Location: In a active volcano with sharks with laser beams attached to their heads

PostPosted: Tue Oct 26, 2004 2:56 am    Post subject: Reply with quote

Seipher,
Tested the file that SnoopingGuy advised, the file is correct. Currently I still cant fix the bug but now a clone of his gun follows him like a dog Shocked . I'll work on it as soon as possible.

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The last thing I want to do is hurt you...but it's still on the list.
Repent! The end is coming, $9.95 at Amazon.
Lack of money is the root of all evil.
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SnoopingGuy
Disposable Minion


Joined: 25 Oct 2004
Posts: 6
Location: Somewhere in the far east

PostPosted: Tue Oct 26, 2004 5:15 am    Post subject: Hmmm Reply with quote

I've tried to get to your site, but there's something to do with my internet..(blasted ISP) so I couldn't read your tutorial. In this case, however, I tried to use saboteur model with Ivan's animation(It was an accident when I tried to make this henchman able to lay mine with Ivan's animation and boom! its size increased). It looks ok but when it stop moving it just resize the model to the original one which looks stupid... Confused Do you have any idea how to make it big in size all the time or I have to use radtool to resize the model and save it as a new one?(I'm kind of stupid when it comes to graphic stuffs.)Thank you for your advice(s).
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nallick15
Disposable Minion


Joined: 15 Oct 2004
Posts: 6

PostPosted: Tue Oct 26, 2004 1:32 pm    Post subject: stuf Reply with quote

i have an idia for moding! you cuold mack a mod that is kind of like the carickter creaters in a resuling game or skate bording game it would be esy to yous. im not saying the kertent way is hard but it would be nics to see haw your karicter lucks and his wepins/abilitys befor you start EG and you would be abil to make carikters faster!!! Twisted Evil Twisted Evil Twisted Evil Twisted Evil Twisted Evil Twisted Evil Twisted Evil Twisted Evil Twisted Evil Twisted Evil Twisted Evil
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