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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Variable Heads
Well, no, with lua you can customize the animations and make it do even more stuff. Still, I can see it being a hassle.
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Wed Jun 30, 2010 7:51 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Variable Heads
Lua currently can't override a lot of things. It'd be nice to have an "AddFrameset" flag in .ini so we didn't have to ♥♥♥♥ around with it and hit HILARIOUS roadblocks. You know, the kind that actually aren't funny after you've spent an hour or so trying to make this thing work to discover that it's an implementation limitation. That kind of HILARIOUS roadblock.
HOWEVER: Full body randomisation is possible, you just have to do the combinations yourself and spawn them like I do with the male/female trenchies and medics in Z'09. You could theoretically have as many different types as you wanted with that, and also randomise the heads/any body attachables. I think that's what should be done with the ronin, though I'd also love to see some "improvised" robots.
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Wed Jun 30, 2010 9:12 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Variable Heads
Yeah, but with that you have to make all of the actors over again for different combinations, and that can get tiring. :/
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Wed Jun 30, 2010 9:35 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Variable Heads
Thus the whole frameset thing.
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Thu Jul 01, 2010 5:44 am |
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Jomn
Joined: Sun Jun 13, 2010 12:40 am Posts: 327 Location: US of A
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Re: Variable Heads
Okay, how do I add the code? Do I add the code you said to any part of the actor, or a specific part? Thanks people.
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Sat Jul 03, 2010 9:27 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Variable Heads
Just add it in at any point that makes sense. For simplicity, putting it in after the gold cost or price or whatever should work fine.
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Sat Jul 03, 2010 10:10 pm |
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