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  1. raeborga

    OSP Medieval 3D Art Narf's Men-at-Arms Armour Pack - UPDATE RELEASED 2016-09-19

    I've always looked at things more long term. There's a lot already incorporated into my module, and in terms of editing most other things it is easier to use the MS. By keeping everything inclusive I can simply hit build and have everything work.

    The code that was "embedded" (that I overlooked in my haste) is now stuffed into my module system as well.

    Thanks again!
  2. raeborga

    OSP Medieval 3D Art Narf's Men-at-Arms Armour Pack - UPDATE RELEASED 2016-09-19

    I was actually just trying to add it to my mod via the module system, but it's all sorted now. Not sure why people even use itemkinds. Seems to me with a bit of learning it's 100% easier to just use the module system for everything.
  3. raeborga

    OSP Medieval 3D Art Narf's Men-at-Arms Armour Pack - UPDATE RELEASED 2016-09-19

    The inv_'s lack animation, but I'll try adding the flag. Thanks!
  4. raeborga

    OSP Medieval 3D Art Narf's Men-at-Arms Armour Pack - UPDATE RELEASED 2016-09-19

    Approximately 10 ft. in front of my character, regardless of what he's wearing.
  5. raeborga

    OSP Medieval 3D Art Narf's Men-at-Arms Armour Pack - UPDATE RELEASED 2016-09-19

    I love this pack, but I'm having serious issues with the helmets. For whatever reason, despite looking correct in openBRF, when I get ingame the helmets are off floating in space and absolutely refuse to sit on my shoulders.

    Any advice as to why this is happening and what I can do to fix it would be greatly appreciated.

    Amazing pack though, really.
  6. raeborga

    Modding Q&A [For Quick Questions and Answers]

    Caba`drin 说:
    No. Easier to call code on equip for this special item, then unequip it and re-equip a random item from module_items (or subset list of identically-stat'd items or what-have-you).

    Bummer... Was hoping I overlooked something. Thanks for the help!
  7. raeborga

    Modding Q&A [For Quick Questions and Answers]

    Is there any way to make an item that chooses a random mesh (probably from a selection of meshes defined in items.py) every time you select it or equip it or anything like that?
  8. raeborga

    Modding Q&A [For Quick Questions and Answers]

    Does anybody know of a way to load random meshes on an item?
  9. raeborga

    Transparent NPCs

    Right on, thanks. Didn't think about using alpha channel transparency. I'll use the Q&A from now on as well.
  10. raeborga

    Transparent NPCs

    I was wondering if it was possible to make transparent NPCs. I've imported all of the single player NPCs into multiplayer and the "Faction of Kings" just doesn't jive with me, so I'm turning them into ghosts. Making them a bit transparent would add a nice little aesthetic touch to the faction as...
  11. raeborga

    Multiplayer Reinforcement Waves

    Thank you for the reply. I'll look into what you suggested, assuming I can weave myself around the M&B way of things. To clarify what I was looking to accomplish:

    Two factions enter multiplayer mode with "100" troops each. These troops are limited to waves of "25" men per unit. Once the number of troops on either side drops below "5", it would send another "25" out, and so on until either faction is exhausted. Ideally I'd be spawning random troop types from the respective faction the way that Battle mode does at the beginning of each round, without the need to store units of troops anywhere beyond the multi_ai section of Troops.py. At this point, with nearly every NPC from single player integrated into multiplayer in one way or another, it seems like the only logical (or non-masochistic) way of doing it.

    I'm still on my first week of modding though, and I'm still getting used to the way M&B is built, so maybe I'll figure something out. Still it can't possibly hurt to butt heads with people who are far more experienced than I am.

    Thanks again.
  12. raeborga

    Multiplayer Reinforcement Waves

    I'm new to the forums, but I've been developing a mod that adds single player battle features to multiplayer without adding any new resources outside of Native. So far it's gone very smoothly, and most of the troops that are present in SP are now available in MP, and I've set up a very easy...
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