How to set an item that wont be used by the unit

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MISHO

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im trying to put a weapon thats only going to stand on someones back... or how could i stick it on by adding a new texture (because there's no space on the  old one...)
something like one mesh two textures?
 
I imagine your trying to do something like those flags on the back of samurai
normally i'd say the answer is multi-meshes but they have been broken in brfedit or on of the M&B patches, I cant remember...
so your options as a result are mighty limited, you can either build the mesh into the armor and edit the texture to accommodate orrrr
maybe someone has a module system solution  :???:
 
Maybe it can be set as a "shield" (so that it is carried on the back like all shields when not in use), and then give your troops 2-handed weapons... If they have to carry one handed weapon+another "usable" shield that might be a problem unless there's a way we can influence the troops preference in wielding their given equipment.
 
nice ideas :grin: but i found out :grin: just for some reason i had to put the opposite texture for each mesh...
i needed to stick a banner on the banner carrier so he can fight an hold THE BANNER! :grin:
 
Maybe make the item a kind of ammunition (arrow, bolt, or bullet) with 0 ammo, and give it an "ixmesh_carry" model? It will take up a slot on the character, but will never be used for anything that way, and will display whatever model you want. :wink:

Just an idea - seems pretty solid. I would test this but I am having a dilemma of my own at the moment... :roll:
 
N0ught suggestion should work, or you could do something like a 'bow' with a really high power draw requirement.  They would probably carry it but never be able to equip it.  However, sometimes they won't equip them if they don't have ammo for the weapon, so maybe a bow isn't the best option so maybe a shield with a high str requirement....?
 
N0ught said:
Maybe make the item a kind of ammunition (arrow, bolt, or bullet) with 0 ammo, and give it an "ixmesh_carry" model? It will take up a slot on the character, but will never be used for anything that way, and will display whatever model you want. :wink:

Just an idea - seems pretty solid. I would test this but I am having a dilemma of my own at the moment... :roll:

Nice idea!  good for a standard bearer
 
I think even making it only 1 denar worth and making it a kind of weapon the bearer will have should work too, AI always choose to fight with the more valuable equipment.
 
MISHO said:
nice ideas :grin: but i found out :grin: just for some reason i had to put the opposite texture for each mesh...
i needed to stick a banner on the banner carrier so he can fight an hold THE BANNER! :grin:

ok in case you didnt notice i found out :grin: i just left it there in case someone else needs help :grin: i made two meshes and i put the meshes together so it goes like armor and armor.2 and then put diff texture for each :grin: thats it! and it looks mighty fine!
if someone needs help with this feel free to PM me :grin:
 
odd, that is multimesh is it not?, how come everyone has been saying its broken.
 
I've only read that it didn't work very wel for older versions, but I heard nothing about it being broken for 1.01x.

And yes, thank you misho for pointing that out for me. Next time I'll ask for permission to suggest alternatives after the problem is solved.
 
lol, no worries...im glad i helped Barf (and myself :grin:) so it does work, ok multimeshes work and you CAN texture them so they both use diff textures!
 
Barf said:
odd, that is multimesh is it not?, how come everyone has been saying its broken.

I've done multimesh scen props, (and most of the castle scene props are multimesh) so ti does work.  I have just not done it with items.  Thats where I heard it was broken, but then again, since I didn't need it, I didn't try it.
 
Well yeah... It's kind of obvious that armors and the like are what might be causing problems because like you said there are enough native scene props which are multimeshed.
 
I thought multi-mesh's no longer worked for items (weapon, armor, helmet, etc) it should work for scene props.  I think I've only tested weapons tho, so maybe armor works fine?
 
Ok what i was talking about is i got it in BRF :/ now when i try and put it ingame i get the error "unable to load texture (texture name)"
any way to fix that?
plz tell me....
 
ok i got that but it seems you people were right, whatever you do the armor comes out looking messed up, so screw this :grin:
i will have to make banner carriers, or just take more suggestions from you guys :grin:
 
N0ught's idea should work well. Just make the item a quiver by giving it the 'type arrows' flag and give it a "carry quiver vertical" flag. I don't think you'll need to make any vertex animation for it but you have to make sure the model uses the 'carry' mesh ID.
 
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