thanks dude. having a look at it now, boggling my mind a bit. such a convoluted way to do something so simple, but i suppose that mount and blade really. will update with progress
In the .brf where your meshes are stored rename (or copy and rename if those meshes are being used elsewhere) all the meshes like so:
ship
ship.1
ship.2
ship.3
if you want an example of what this looks like hold ctrl and select different meshes in brf edit
Basically it'll throw all those models together as one scene prop. However, you can't change their positioning so you'd have to move them about to the right coordinates in the model editor you use and reexport them.
Hey y'all
I've searched around (alot) and am getting pretty frustrated. How do you place items such as weapons and shields inside a scene ready to be picked up? So every time you enter that scene the item or weapon is always there?
In edit mode you can place objects from Item Kinds but they're...
Yeah I tried using the agent_set_speed modifier but it didnt exist in my version of the module system (im using 1.143) so i tried adding it to the header and using it anyway (it compiled and everything but there was no effect in game).
Basically (in the end) I want a script that increases the skills of every player and bot around the person who uses it, like a buff item. Obviously it would wear off over time but for now I'm just focussing on increasing the skills.
I know Napoleonic wars does something similar with their buffs system but I'm not sure how they implemented it with accuracy bonuses and such.
Thanks loads for your help and replying by the way
Hi there,
Basically I'm trying to increase a player's movement speed through increasing their agility and athletics attribute.
This is what the script looks like so far, it is called through a (call_script) when a key is pressed. I know the script is being run when the key is pressed because...
I realise I can make it so when the missile (flare) hits an agent it can set them on fire etc. However I'm at a loss thinking of how to attach a particle_system or point_light to the actual missle after being fired from the crossbow (flaregun) without using WSE since its outdated. (Yes this is a shameless bump)
Hi there,
I'm trying to create a flare gun (crossbow) which fires a flare (bolt). I need to add a particle and light entity to a missile item, usually I'd use WSE to use ti_on_init_missile which this: http://mbmodwiki.ollclan.eu/Fire_arrow_kit tutorial says to do.
However WSE is incompatible...
Hey there,
Basically I'm making a throwing item which spawns a barricade (a destructible scene prop) at the position of where it lands. This is my code so far however, it (a) does not spawn the correct scene prop (at the moment a test target dummy) and (b) seems to spawn it in a random location...
I'm unsure if any such animations exist in game so you amy need to create them yourself. Also if you use shields as a glove model they won't be able to block arrows or attacks whatsoever unfortunately.