About this mod
This is a solution for firing NPCs still there is no better.
- Requirements
- Permissions and credits
At first look is a Star Wars E-11 imperial blaster. The truth this is a bow which looks like a blaster.
Why?
It is my solution for blaster firing NPCs. They can handle bows, so let it be. I changed the bow and arrow visually. Also increased speed and damage. Set aiming for NPCs so quiet good I think.
CHECK VIDEOS (I tried to show what it is but I'm not a Steven Spilberg...)
Install put it in you mods folder. AND DO the following:
If you want it use YOU HAVE TO SET UP your NPC for this weapon. HOW?
I attached a file: Container_NPCStormtrooper_c.json
It is for Stormtrooper_clean(U11.3) avatar mod by AnotherGenericGamer. So you can repleace with this its Container_NPCStormtrooper_clean.json.
for other NPCs:
NPC's weapon determined in its contanier_NPC.......json. Here you can add this weapon with text editor.
Reference should be "Item", Referene ID "E11bow" , "holderName":
"HipsLeft"
and for ammo Refernce "Item", Reference ID "LaserQuiver" , "holderName": "BackRight"
Pros:
-Now NPCs can fire at you
Cons:
- Laser bolt can't bounce back from lightsabers
- NPC still use bow string pull animation
- NPCs can't shoot rapidly or burst fires.
Anyway maybe someone can change animation or set up a brain for faster shoots.
NOW it is time to fire BACK!
MODDERS:
SO it is a blaster (which actually is a bow), a laser (actually an arrow), a unvisible ammo rack (actually a quier). in order to work YOUR NPC has to have the blaster and the quier.
In this method we can make normal fireweapons also , in that case 'arrow' stays always invisble and should fly even faster (this editable in bow json projectileSpeed, I set it now 44, but tested faster and it's ok)
IN UNITY: -bow
- TAKE bow prefab, open, rename, set new ID (as every new weapon)
- Take your firearm mesh, put it on the bow -as you want your NPC hold it (only left hand counts). - DO NOT modify any handler position, set only position of the new weapon.
- throw out every colliders from the bow, except main,
- Uncheck mesh render box on old bow mesh (right)
YOU are done, export it.
-In your weapon item.json under projectileSpeed, you can set weaponaimAnglegoffset x,y,z, This where you can set how npc aiming (call him in arena, stand and look where he is shot, set it, reload json, and again, again still it is good.
SAME for arrow put your laserbolt on it (on example prefab in SDK), leave colliders, make new name, Ids,
to make it invisble while in quier, just make an animation idle where it is unrendered, and an others where it is become visible, control them with Item event controller (start flying, end flying) similar as a lightsabre animation in Piepop101 tutorial.
In case you make "rifle bulets" just make it invisibel by unchecking render box
(additionaly you can set up new damgers for it as I did)
Quier- you need only oncheck render , now it is invisble, (obvisuly new name, ids etc)
NOWit is time to work!