Using helmets as heads

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Berserker Pride

Grandmaster Knight
I've been using helmets as heads for monsters in the mod I'm working on.  It works fine except for the fact that a monster head smaller than a human one ie:skeleton has to have the itp_covers_head flag enabled.  And that flag removes the helmet in the conversation screen if the monster is yours.  Is there anyway to make the soldier keep the helmet on and still use itp_covers_head?
 
this happened to me and it was related to two things...
a) some scenes require an item to have the itp_civilian flag, I believe require_civilian or something like that is defined in the mission template
b) some scenes have something like an override_helm or override_fullhelm flag in the mission template

Once I modified that stuff in the module system it worked fine.  send me a PM if you are having trouble and I'll try and help out too.

FYI - I strongly recommend creating new races in module_skins.py so they can have custom sound effects and you won't run into this problem since it won't be a helmet but instead be their real head.
 
Well I added itp_civilian to both helms. That should take care of if the troops are in castles or something and I changed all the override_fullhelm in conversation_encounter to override gloves for some reason the block wanted something in there so I couldn't just delete all the occurences of override_fullhelm.  But it works well thanks for your help. I eventually want to create a new race for the monsters but I am afraid random peasants will start showing up with monster faces.  The role of the monsters in the mod is to be rare elite troops anyway but eventually Ill start poking around module skins haha.

P.S. Of course I should have remembered that something has to go in that part of the code block 0 makes perfect sense.  Thanks a lot for your help Hokie BT
 
cool, glad it worked.  I think I had to add a "0" if I wanted to remove all overrides for the block.  I used alien helmets in my mod for a long time and switched to using module_skins for the next release which is due out in a few days.  Its pretty cool because you can also have different playable races so at the start of the game you could choose to play as the monster, etc.  Peasants won't show with random monster faces, you basically have to create a new monster skin in module_skins, add something like a tf_monster to the top of header_troops.py, and then for any troops you want to be a monster you add tf_monster to the troop just like you do with the females.  Can define random face codes for that race if you have different textures.  anyway, good luck, if you get stuck feel free to send me a PM.
 
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