Some simple questions

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killkhergit

Squire
As the title says:

1. How can I prevent a merchant from selling his clothes?
2. Can I export the mesh part from a smd, which is already in a .brf, copy the bones and use the new mesh in combination with the copied bones?
3. In a mini-mod I made, some troops got firearms. But, when they're told to charge they simply run into the enemy, shoot a few times when they're in range while running, and continue the fight with their fists... How can I tell them to stay away from the enemy, even if they do have powerful melee skills/weapons?
 
killkhergit 说:
As the title says:

1. How can I prevent a merchant from selling his clothes?
2. Can I export the mesh part from a smd, which is already in a .brf, copy the bones and use the new mesh in combination with the copied bones?
3. In a mini-mod I made, some troops got firearms. But, when they're told to charge they simply run into the enemy, shoot a few times when they're in range while running, and continue the fight with their fists... How can I tell them to stay away from the enemy, even if they do have powerful melee skills/weapons?

1. ehr.. come again? your merchants are selling the clothes they are wearing?
2. sorry, not sure what you mean here by 'bones', I assume you mean the skeleton?
3. I guess the problem stems from them being seen by the game as infantry rather than archers. I'm not really sure how this distinction is made. There's no flag in the troops.py to set a unit as archer, so maybe the game does it automatically based on weapon and skill? I never have this problem cause I always set my archers on hold where I want them.

Sorry, just realized I'm not being much help here...
 
1) Make sure the merchant's clothes are the first items listed in their inventory, specifically the first 8 (0-7) inventory slots, and they shouldn't sell them.  In fact, I've never seen a merchant try to sell their clothes before.  :shock:

2) I have no idea, I don't do anything with models or textures.

3) There are three types of troop types hard coded into the game.  infantry, archers, and cavalry.  If you want the game to see your troop as an archer, make sure you have the guarantee_ranged flag for that troop.  That said, if you tell archers to charge they will STILL charge in to melee, that is what charge means to do after all.  Sometimes, especially if their mounted troops, they'll circle taking pot shots, but then charge through the lines, circle and shoot, charge through, etc.  Try telling them to hold position at a spot relatively near (but not too near) the enemy if you want them to just stand and shoot.
 
*wakes up. sorry, forgot about this one*

1. ehr.. come again? your merchants are selling the clothes they are wearing?

When I added the standard "go trade" (change_screen_trade) consequence to one of Ramuns dialogs, he's just trying to sell his inventory. Including clothes.

1) Make sure the merchant's clothes are the first items listed in their inventory, specifically the first 8 (0-7) inventory slots, and they shouldn't sell them.  In fact, I've never seen a merchant try to sell their clothes before.

Ah, should try that out.

2. sorry, not sure what you mean here by 'bones', I assume you mean the skeleton?

Yeah, using existing bones in combination with a new mesh.

3) There are three types of troop types hard coded into the game.  infantry, archers, and cavalry.  If you want the game to see your troop as an archer, make sure you have the guarantee_ranged flag for that troop.  That said, if you tell archers to charge they will STILL charge in to melee, that is what charge means to do after all.  Sometimes, especially if their mounted troops, they'll circle taking pot shots, but then charge through the lines, circle and shoot, charge through, etc.  Try telling them to hold position at a spot relatively near (but not too near) the enemy if you want them to just stand and shoot.

Already did that. Just ordering to stay away from the enemy it is then.
 
killkhergit 说:
2. Can I export the mesh part from a smd, which is already in a .brf, copy the bones and use the new mesh in combination with the copied bones?

You can export a smd BRFedit, and use the bones in it with any new mesh you wish. But you will need to skin that new mesh to the bones. Then export it as a smd again and import it to BRFedit. I guess thats what you ment..?
 
prowokator 说:
killkhergit 说:
2. Can I export the mesh part from a smd, which is already in a .brf, copy the bones and use the new mesh in combination with the copied bones?
You can export a smd BRFedit, and use the bones in it with any new mesh you wish. But you will need to skin that new mesh to the bones. Then export it as a smd again and import it to BRFedit. I guess thats what you ment..?
Yep, but I didn't know that importing bones/skels was possible with BRF files newer than those of v0.808. So, because of that, I was asking if the bones could be copied and stay inside of the BRF in that way.
and import (the smd) it to BRFedit.

Confusion point...

Edit: well, meh. Experimenting is the best way to find out. Thanks anyway!
 
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