Idea to make hole new weapons!

Mr.Wolna

Vault Senior Citizen
I have think of how i can make my golden eagle like golden by the character too

My idea is to make an intem half weapon/halpf armor ,you know?

A item normal weapon items with the armor item option to change skins when its on the character.
Because then i can copy the hero critters for each armor and edit the pistol animation.
When its work you can make complete new items so autor of the pro files editors where are you and can you make this possible?
Or something write a script and give it to the weapon(think the best idea).
What you thing about#? Can it be make?

Edit: what is the code to change dudes outfit?
 
I am pretty tired right now, and can't tell you the exact code. But I think this should be possible. A code would be added to the citter p proc, saying that if a certain item is in hand slot 1 or 2, then appearance would change to some new animation (I think metarule 107, but I need to recheck this). Not too difficult to add in. Easier than doing all the graphics! :)
 
Yeah i want just write this here i found in the header files!

// inventory Equates //
#define INVEN_TYPE_WORN (0)
#define INVEN_TYPE_RIGHT_HAND (1)
#define INVEN_TYPE_LEFT_HAND (2)


I will write an script for the Golden Eaglewith this commands but i do nit know the ecapt code


IF ITEM(GOLDEN EAGLE EAGLE)
in RIGHT_HAND or LEFT_HAND
then change the fucking skin
:mrgreen:

Sorry bu script skll arent good!

just need the right code i will the try it bymyself!

YEAH: Here i found a better one in the command.txt

#define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) or \
((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_LEFT_HAND))) == item_type_weapon))
 
If you know how to decompile/recompile scripts, this is the kind of code you want. It goes in the obj_dude script under critter_p_proc.

if ((op_obj_pid(op_critter_inven_obj(op_dude_obj(), 1)) == 317) or (op_obj_pid(op_critter_inven_obj(op_dude_obj(), 2)) == 317)) then
op_metarule3(107, op_self_obj(), 16777279, 0);

In this example, it changes the player character into the female primitive (16777279, from the artfid.h in the headers folder) whenever the cosmetics case (317) is in either the right or left hand.

One more thing: if you want to use new art, the number you use depends on the number in a certain .lst file. Open the data/art/critters folder and open the critters.lst file with Notepad. Count to end of the list where you added the new art name. Add 16777216 to that number. That is the number to include in the line above.
 
Thx a lot MIB but when i add new items like the golden eagle i need to set up in the headers too or just in the regular lst.files?



Edit: i get this error in FSE:
Undifened Symbol op_opb_pid
 
Depends. I never update the header files. The program I use for scripting doesn't take information from them. I think FSE does use those header files, though. If you want to send the information or the .ssl file back to me, I'll recompile it.
 
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