OSP mount and musket style multiplayer spawn

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Bad Idea

Knight
Some raw code from my NOVA mod. Below is a mission template

nova_clan_equipment = ( #decide what equipment the troops get
  ti_on_agent_spawn, 0, 0, [],
  [
    (store_trigger_param_1, ":agent"),
    #(agent_get_troop_id, ":agent", ":troop"),
    (agent_get_item_slot,":item",":agent",5),
   
    (try_begin),
    (eq, ":item", "itm_nova_merc_light"),  #STANDARD MERC GEAR
    (agent_equip_item, ":agent", "itm_nova_merc_lasergun"),
    (agent_equip_item, ":agent", "itm_nova_merc_light_helmet"),
    (agent_equip_item, ":agent", "itm_good_bullets"),
    (agent_equip_item, ":agent", "itm_infantry_gloves"),
    (agent_equip_item, ":agent", "itm_old_cavalry_boots"),
    (agent_equip_item, ":agent", "itm_dagger"),   
    (else_try),
    (eq, ":item", "itm_nova_merc_med"), #MEDIUM MERC GEAR
    (agent_equip_item, ":agent", "itm_nova_merc_crossbow"),
    (agent_equip_item, ":agent", "itm_nova_merc_med_helmet"),
  (agent_equip_item, ":agent", "itm_good_bullets"),
    (agent_equip_item, ":agent", "itm_infantry_gloves"),
    (agent_equip_item, ":agent", "itm_old_cavalry_boots"),
    (agent_equip_item, ":agent", "itm_dagger"),   
    (else_try),
    (eq, ":item", "itm_nova_merc_heavy"), #HEAVY MERC GEAR
    (agent_equip_item, ":agent", "itm_nova_merc_pistol"),
    (agent_equip_item, ":agent", "itm_nova_merc_heavy_helmet"),
  (agent_equip_item, ":agent", "itm_good_bullets"),
    (agent_equip_item, ":agent", "itm_infantry_gloves"),
    (agent_equip_item, ":agent", "itm_old_cavalry_boots"),
    (agent_equip_item, ":agent", "itm_dagger"),   
    (try_end),   
  ]) 

Troops and players spawn with nothing but a piece of body armor.
This code will equip those troops depending on their 'class' or the armor they're wearing.
Select a different body armor than you can spawn with different gear, and as a different class.
 
Nice! This may be useful to stop noobs from getting super equipment


Note: You may need an event for such a code though.
 
Ya, for clients you will need to sync armours and helmets I believe,

also, unfortunately, the hair is messed up when we equip helmets like that, the hair mesh does not disappear if it was originally there I think.
 
That's why you use closed helmets and change all native face meshes. :wink:
For some reason, this code gave me an idea for Machinama in Warband MP....no idea why though. Sadly I'm too busy with other mods to make something this simple though  :lol:
 
Ya, I've been using closed helms only. Haven't tested the code in true multiplayer, but anything simple that runs in an offline test usually works :???:
 
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