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The Big Giant Icon Thread

Started by Codewalker, December 11, 2012, 02:51:44 PM

Lycantropus

#1000
Hey Torroes! It's because it's /spawnnpc (there's no _ in between the two) then put a space between the link and the name

So, as in your example, you want to spawn Black Swan you need to type in:

/spawnnpc Black_Swan Black Swan

(the first is the command, the next is the code, the third you need to give it a name- doesn't have to be black swan though could be /spawnnpc Black_Swan Natalie Portman Psycho... if you wanted. The first two are the relevant ones)

Hope that helps!

P.S. Thank you so much, Codewalker, and all the others that work so hard to keep Paragon City vital. Tonight was one of those nights I missed it a lot (why do all the other MMO's have such a small team limit...)

Lyc~ the Proton werewolf (inside joke)

RockLeeXIII

#1001
Quote from: Torroes Prime on June 12, 2013, 05:24:01 AM
okay, I must be doing something wrong. I can't spawn npcs. I could, I did it. I even macroed the command to spawn Statesmans... just cause. but now I can not spawn NPCs at all. I've tried every variant of the command I can think of including:

spawn_npc black_swan
/spawn_npc black_swan
Spawn_Npc black_swan
/Spawn_npc black_swan
/SPAWN_NPC BLACK_SWAN
spawn_npc black_swan
Spawn_Npc black_swan
Spawn_npc black_swan
SPAWN_NPC BLACK_SWAN

In every case now I get the following response:
Unknown command: spawnnpc black_swan

or whatever variant of the command I have used. Does anyone have any thoughts or suggestions as to a remedy for this?

greetings

been doing this  all of yesterday ... try this :

/spawn_npc black_swan swan

should work fine ... was  spawning zombies just around random maps ... and having alot of fun ... reminded me of the early Halloween event last year ...
/spawn_npc zombie_invasion_13 billy

thanks again code walker

Triplash

Quote from: Phaetan on June 11, 2013, 10:33:25 PM
Now to see which of the big monsters can do /em popdance...

Finally! Someone who has their priorities straight! :D

Aggelakis

Quote from: Torroes Prime on June 12, 2013, 05:34:46 AM
tried it. Still unknown command.
For giggles and for CYA, what version does it say when you load it up? If it says 1.7, you're good. If it doesn't say anything, you're running the wrong version.
Bob Dole!! Bob Dole. Bob Dole! Bob Dole. Bob Dole. Bob Dole... Bob Dole... Bob... Dole...... Bob...


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darkgob

Quote from: Lycantropus on June 12, 2013, 05:52:22 AM
Hey Torroes! It's because it's /spawnnpc (there's no _ in between the two)
It doesn't matter, the client ignores underscores in slash commands.

GenericHero05

Quote from: GuyPerfect on June 12, 2013, 12:16:20 AM
* Are you running the Issue 24 client?
* Did defnames.bin get copied correctly into the data/bin directory?
* Did the .bin files for both the zone and the statue get copied correctly into the data/geobin/... directories?
* Did the .geo file get copied correctly into the data/object_library/... directory?

If yes to all of those...

* Try deleting lods.bin and see if that fixes it.

Delete lods.bin worked like a charm. Thanks so much!
If I was a Jedi, there's a 100% chance that I'd use The Force inappropriately.

spindisc

Codewalker, I love your dedicated work.

Now, here's what I am thinking. And I know that there have been some hints dropped here and there so I might just be ranting stuff that's already work in progress. Anyway, here goes...

This is what I know:
•   Icon can target any entity and issue MOV commands
•   Icon can spawn and despawn
•   Icon can change map
•   Icon can change TIME
•   Icon can position camera anywhere in XYZ

This what I am assuming
•   Icon already knows the XYZ of all spawned entities, including the current position of your character.

If Icon then could then be made to do these things:
•   Trigger speech bubbles over spawned entities
•   Trigger floating texts (damage, status, etc.)
•   Send texts to chatbox
•   Trigger sound effects
•   Lock movement for character

Then we have a starting tool to create "adventures".

Let's say we write an adventure to find Positrons Helmet that he kind of lost after an allnighter with some other supers. You spawn in Atlas Park in front off Ms. Liberty who calls out to you. When you get closer she says she wants to embarrass Positron by finding his helmet. She knows he was seen in some bars in Southern Steel Canyon.  You run over to the Steel Canyon Exit and is transported to that map. You start searching and find  a bouncer on work outside a building. He tells you that some Trolls played football with something that might have been the helmet. He also heard that they gave up since they didn't want to be wet.  You start looking for water; the lake, fountains, etc. When you are In a fountain you find the broken parts of a clockwork. You take the clockworker back to a contact in Steel Canyon who repairs it so that you can see the last thing it saw. It picked up Positrons helmet from the fountain but just then something smashed it to pieces. The last thing it sees while falling over is the face and fist of Black Scorpion. Now things are getting a bit more complicated...

How is this possible?
If icon can do all the things that I assume and whish for then it's not that hard. Icon knows my XYZ. When I get close to Ms. Liberty Icon freezes my movement. She talks through speech bubbles and Icon animates her with MOVs.  Icon still knows my XYZ so when I get close to the Steel Canyon exit Icon swaps map for me, spawns a bouncer outside a building and waits for me to get close to it. Information while I am searching for the helmet over water comes through the chat window. A sound effect for the broken clockworker draws my attention to the model in the pool.

What makes Icon do this? Ah, here's the catch. The excellent Codewalker need to do a lot of coding, or opening up an API to let others do the work. Icon could read an adventure script, for example an XML with all information needed like spawn positions, dialogs, time changes, MOVs, etc. Then just execute it. These adventure scripts could be placed locally, or they could be pulled down from a repository. And with a nice front-end to that people could rate and comment adventures. And of course there will be an adventure creators tool to go with that.

And that is not all. Codewalker hinted that Lua might make an appearance. If that works out, then there's no end of what we could do adventurewise. Probably even create some combat and superbattling.

I am looking forward to spending more time in Paragon City.

Back Blast

This is just too cool. Went a little crazy last night and turned myself into a jet plane and helicopter and zoomed around AP. Kinda fun and funny. *whoosh* *thupthupthupthup* Also tried being the ghost ship. Camera doesn't zoom out enough on that one though. And rikti dropships are interesting too. A bunch of the bomb-dropping animation is baked into the model it appears. Crazy fun and nice seeing a little life returned to the place.

Torroes.Prime

okay got the command to work to spawn NPCs. New challenge.

As I hope some of you know, I am heading up a project to continue CoH in fan comic format. I can already see that Icon will be a HUGE asset to that effort. The ability to spawn NPCs where we want, and change them will be absolutely monumental for our efforts. That being said, it a bit tedious to type in names of NPCs and maps so I'm trying to create a pop menu for my demo editors to use to make it more a matter of point and click, rather then type and use to accomplish a lot of things.

So Basically I'm building a series of popmenus that the editors can load up. THen they macro the menu so it's in a power tray. They can click on the macro, get a pop menu, lets say it's for maps of atlas park. So you get a list of map variants like so:

"Atlas Park Destroyed, Wrecked MegaMech"
"Atlas Park Fashion Show"
"Atlas Park Destroyed"

And you need the more classic destroyed atlas park map, the one with out big giant mech remains. Great you click on "Atlas Park Destroyed" and it would load that map.

I've tested the command "loadmap MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_ATLAS/RECLUSE_RUINED/V_OUTDOOR_ATLAS_RECLUSE.TXT" and it works just fine.

I've bound the same command and it works.

I've macroed the command and it still works like a charm.

I put it in a popmenu, load the menu, use the command....and I get "LoadMapsInDevOnly"

I attempt to use the approach with spawning NPC, but when I use the command in a popmenu I just get "Unknown command: spawnnpc Model_statesman Statesman" but I can spawn the NPC using a macro or a bind no problem.

Does anyone have any suggestions for this? Or should I just start collecting a list of all the NPC models and map locations for my demo editors and tell 'em to C&P it?

Here are the menu's I've been building for reference:

Menu "Maps"
{
   Title "Atlas Park"
   Option "Atlas Park Destroyed, Wrecked MegaMech" "loadmap MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_ATLAS/RECLUSE_RUINED/V_OUTDOOR_ATLAS_RECLUSE.TXT"
   Option "Atlas Park Fashion Show" "loadmap MAPS/MISSIONS/OUTDOOR_MISSIONS/OUTDOOR_FLASHBACK/IOM_FB_ATLAS_PARK_WTO/IOM_FB_ATLAS_PARK_WTO.TXT"
   Option "Atlas Park Destroyed" "loadmap MAPS/MISSIONS/OUTDOOR_MISSIONS/V_OUTDOOR_ATLAS/RECLUSE_RUINED/V_OUTDOOR_ATLAS_RECLUSE.TXT"
}

Menu "Spawns"
{
   Option "Spawn Statesman" "spawnnpc Model_statesman Statesman"
   Option "Spawn Lord Recluse" "spawnnpc Signature_Lord_Recluse_Escape Lord recluse"
}
Strength and intelligence make no requirement of one another. Power demands both.

GuyPerfect

Quote from: makjwalton on June 12, 2013, 11:12:09 AM
Delete lods.bin worked like a charm. Thanks so much!

I've prepared a new version of the patch without the lods data, and it works fine from here. Would you try it out and see if it broke for you?

http://repo.cohtitan.com/icon/EchoAtlas_r2.zip

Voltium

Is there a way to make NPCs passive? Like the enemy ones. Or make them aggressive? Like enemies?
You know, to fight Statesman with Lord Recluse or something. I may have missed it.

eabrace

Quote from: MisterKinesis on June 12, 2013, 05:39:11 PM
Is there a way to make NPCs passive? Like the enemy ones. Or make them aggressive? Like enemies?
I'm pretty sure that's server-side logic that Icon can't reproduce.
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Voltium

Quote from: eabrace on June 12, 2013, 05:53:30 PM
I'm pretty sure that's server-side logic that Icon can't reproduce.

Ah, okay. Thanks!

Codewalker

Right. Icon can in theory give them a red border (my initial tests on Coyote resulted in this), but they won't actually do anything since there's no AI or powers system.

Similarly, try moving an NPC into midair and notice how they just hang there and don't fall. All of the physics for entities other than the player (and even that is only an estimation) is handled server-side.

BenshowSly

Quote from: Codewalker on June 12, 2013, 06:00:36 PM
Right. Icon can in theory give them a red border (my initial tests on Coyote resulted in this), but they won't actually do anything since there's no AI or powers system.

Similarly, try moving an NPC into midair and notice how they just hang there and don't fall. All of the physics for entities other than the player (and even that is only an estimation) is handled server-side.

And if I recall and understood what you already said before, it's not something you want to go into, right? What if someone else wants to help you on the server side of stuff?

Illusionss

CODEWALKER I WANT TO SEND CHIVAS REGAL TO YOUR HOUSE BECAUSE YOU DESERVE IT

wyldhunt

#1016
@Torroes Prime (and all others interested) - thanks to your post and some fiddling, I got a working popmenu for maps! While "loadmap" doesn't work in popmenu entries, "beginchat" does, and that's all I needed for a workaround. Here's a maps.mnu file with all the City, Hazard, Trial, etc. maps for Paragon, Praetoria, Rogue Isles, Coop, and PvP: https://docs.google.com/file/d/0B5FhLhcBjWhvQ2g0bW5LLU9jTFE/edit?usp=sharing. This could of course be expanded for the mission maps and such, and other menus could be made for animations (/mov commands) and NPCs.

For those who want to use this but are unfamiliar with popmenu, check http://paragonwiki.com/wiki/Popmenu to get started.

Also, Codewalker - fantastic work! I wish I had time to delve into the code (got your source), but although I've programmed C++ (and plenty others), I've never reverse-engineered anything, and just don't have the massive time required to get up to speed - next summer I will, but by then who knows where the various CoH-related and successor projects will be?

Wyldhunt
Guardianite since I2
Wyldhunt
Guardianite since I2
Playing as Wyldhaunt on Rebirth

Shenku

So I was poking around the .costume files, and I just figured out that you can adjust the scales with some... Well... Interesting results...

https://i1206.photobucket.com/albums/bb456/Shenku85/screenshot_130612-19-49-21_zpsafe5e7a5.jpg~original

Side note, I think Mr. Fantastic wants his stretchy-pants back... :o

Zombie Man

Quote from: Shenku on June 13, 2013, 12:54:55 AM
So I was poking around the .costume files, and I just figured out that you can adjust the scales with some... Well... Interesting results...

Side note, I think Mr. Fantastic wants his stretchy-pants back... :o

Now, make a slender man.

Torroes.Prime

Quote from: wyldhunt on June 12, 2013, 11:00:15 PM
@Torroes Prime (and all others interested) - thanks to your post and some fiddling, I got a working popmenu for maps! While "loadmap" doesn't work in popmenu entries, "beginchat" does, and that's all I needed for a workaround. Here's a maps.mnu file with all the City, Hazard, Trial, etc. maps for Paragon, Praetoria, Rogue Isles, Coop, and PvP: https://docs.google.com/file/d/0B5FhLhcBjWhvQ2g0bW5LLU9jTFE/edit?usp=sharing. This could of course be expanded for the mission maps and such, and other menus could be made for animations (/mov commands) and NPCs.

For those who want to use this but are unfamiliar with popmenu, check http://paragonwiki.com/wiki/Popmenu to get started.

Also, Codewalker - fantastic work! I wish I had time to delve into the code (got your source), but although I've programmed C++ (and plenty others), I've never reverse-engineered anything, and just don't have the massive time required to get up to speed - next summer I will, but by then who knows where the various CoH-related and successor projects will be?

Wyldhunt
Guardianite since I2

god damn it. THIS IS why I flipping love the CoH community! Thanks Wyldhunt. That's a huge help.
Strength and intelligence make no requirement of one another. Power demands both.