Cavalier Francesco
Knight at Arms
Wow nice work mate!
He could extend the "move here", "stand ground" and "follow me" orders to make the NPCs deploy/collect the pavise shields. I don't know if the movement commands are hard coded, though.grailknighthero said:Nice work! And it may be possible for npcs to deploy them, just getting them to stand behind them will be a problem.
grailknighthero said:Nice work! And it may be possible for npcs to deploy them, just getting them to stand behind them will be a problem.
Ah, it is still commented out. I was waiting for it back at .808; however, it can be worked around if the scene prop is always in the scene.GetAssista said:Don't bother. This does not work in 1.011: (spawn_scene_prop, "spr_pavise"),#pavise spawnCartread said:I'll test it for M&B ...
Good points. Making the scene prop damaged is easy enough because of scene_prop_set_hit_points.Austupaio said:Galtran has a good point, if your shield takes a good hit, and let's say only takes 99% damage, you can pick it up, drop it again and it'll be restored.
If you ask me, the shield should just be dropped once in multiplayer. This would be an easy fix, and for one battle, people don't need to be carrying the shield and dropping it all about.
Na, bad idea. I'd rather have it a much more permanent item that can only be destroyed by weapons.CalenLoki said:-change un-deploying from area effect to "use", like with doors, and allow everyone to do it (and if possible add kicking animation while doing it ). Or just make it that every kick, weapon hit (except projectiles) or horse bump change its status to normal item.
Yeah, and you have to place that prop in ALL the scenes where the battle can take place in MB. Amount of work hardly worth it for a pavise that only player can deploy. And you can't place enough props for AI anyway (well, maybe 200 will do), not to mention coding the AI part, which should have its own problems. It you ever want to code AI to use it, that isCartread said:however, it can be worked around if the scene prop is always in the scene.
GetAssista said:Yeah, and you have to place that prop in ALL the scenes where the battle can take place in MB. Amount of work hardly worth it for a pavise that only player can deploy. And you can't place enough props for AI anyway (well, maybe 200 will do), not to mention coding the AI part, which should have its own problems. It you ever want to code AI to use it, that isCartread said:however, it can be worked around if the scene prop is always in the scene.
Slawomir of Aaarrghh said:GetAssista said:Yeah, and you have to place that prop in ALL the scenes where the battle can take place in MB. Amount of work hardly worth it for a pavise that only player can deploy. And you can't place enough props for AI anyway (well, maybe 200 will do), not to mention coding the AI part, which should have its own problems. It you ever want to code AI to use it, that isCartread said:however, it can be worked around if the scene prop is always in the scene.
What's more there is no operation to make the shield disappear from players hands...
(get_player_agent_no, ":player_agent"),
(assign, ":default_item", -1),
(agent_get_wielded_item, ":wielded_item", ":player_agent", 0),
...
(assign, ":default_item", -1),
(troop_get_inventory_capacity, ":end_cond", "trp_player"),
(try_for_range, ":i_slot", 0, ":end_cond"),
(troop_get_inventory_slot, ":item_id", "trp_player", ":i_slot"),
(is_between, ":item_id", weapons_begin, weapons_end),
(neg|is_between, ":item_id", ranged_weapons_begin, ranged_weapons_end),
(assign, ":default_item", ":item_id"),
(assign, ":end_cond", 0), #break
(try_end),
(agent_set_wielded_item, ":player_agent", ":default_item"),
CalenLoki: I believe all that the F key does is hardcoded (talking, opening doors).-change un-deploying from area effect to "use", like with doors, and allow everyone to do it (and if possible add kicking animation while doing it ). Or just make it that every kick, weapon hit (except projectiles) or horse bump change its status to normal item.