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 Visible Inventory 5: Now Faster! [B26 ONLY] 
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Joined: Sun Jan 24, 2010 11:36 pm
Posts: 6
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Post Re: Slings and Holsters and such [1.1]
Brilliant neat little mod. Simple but awesome idea. :grin:


Thu Jan 20, 2011 3:51 am
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Joined: Fri Jan 07, 2011 12:31 am
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Post Re: Slings and Holsters and such [1.1]
Cool, little mod.


Thu Jan 20, 2011 4:03 am
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Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
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Post Re: Slings and Holsters and such [1.1]
It won't be so little once I upload the complete Ronin experience.


Thu Jan 20, 2011 5:46 pm
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Joined: Thu Jul 08, 2010 10:24 pm
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Post Re: Slings and Holsters and such [1.1]
Wouldn't this be better if it applied to all actors? Maybe take note on things in general, and if it was under x mass then it would be put on the leg, etc.?


Thu Jan 20, 2011 9:43 pm
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Joined: Fri May 15, 2009 10:29 am
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Post Re: Slings and Holsters and such [1.1]
No, because it's a lot better to be able to choose those things yourself. It's really just a little thing to make mods look better.
Plus, the actor needs an attachable that tells it where the guns go.


Thu Jan 20, 2011 9:56 pm
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Post Re: Slings and Holsters and such [1.1]
Ok, I see.


Thu Jan 20, 2011 10:25 pm
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Post Re: Slings and Holsters and such [1.1]
Lo and behold, the complete Ronin arms experience!


Attachments:
Holster.rte.zip [35.86 KiB]
Downloaded 264 times
Fri Jan 21, 2011 1:33 am
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Joined: Sat Nov 03, 2007 9:44 pm
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Post Re: Slings and Holsters and such [1.1]
Mingebag7 wrote:
Wouldn't this be better if it applied to all actors? Maybe take note on things in general, and if it was under x mass then it would be put on the leg, etc.?
Conceptually, I agree, making this a dynamic system that works with everything would be great. If I were in charge of the development of all of Cortex Command and were implementing visible inventory, I would want to set it up to work that way.
However, I'm just a modder, and this is just a mod. Without being able to change how the original game works, I had to do things differently, and this was the most feasible way to do it as a mod.

Also, this method allows you to make a custom sprite for when it's on your back, so it could look better, and it allows you to directly control the alignment of the gun to your back/leg. So there are some redeeming factors to this method that would be more difficult to implement under a dynamic system.


Roast Veg, that sounds good, but I'm gonna wait to put it in the OP until I've at least tried it out personally, and I can't really do that right now.

Also, I know base edits are often looked down upon, but this is the sort of thing that could be very suitable in that form, so maybe I'll adapt it to do that, for people who want this as a permanent, truly incorporated addition. Would there be interest in that?


Last edited by Azukki on Sat May 07, 2011 1:34 am, edited 4 times in total.



Fri Jan 21, 2011 2:11 am
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Post Re: Slings and Holsters and such [1.1]
That's fine, I just added the entire Ronin faction weaponry in.


Fri Jan 21, 2011 2:26 am
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Joined: Wed Apr 28, 2010 11:41 am
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Post Re: Visible Inventory [1.1]
Hello everybody maybe i'm just blind but can anyone tell me "how to turn it on" or do something so i can view weapont np: for light coalition soldier?


Sun Feb 20, 2011 1:07 pm
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Joined: Mon Jun 28, 2010 3:54 am
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Post Re: Visible Inventory [1.1]
Uhhh,there is an actor that does that,it's not a light coalition soldier,it only works on an actor specified.


Mon Feb 21, 2011 2:08 am
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Joined: Sat Jan 30, 2010 4:07 am
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Post Re: Visible Inventory [1.1]
So does this work with any actor and any gun or only the coalition weapons/ronin weapons?


Mon Feb 21, 2011 7:47 am
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Joined: Wed Jan 07, 2009 10:26 am
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Post Re: Visible Inventory [1.1]
Read the thread, read the OP and download the mod.
It has been demonstrated on a modified version of dafred and only works with certain weapons.


Mon Feb 21, 2011 7:58 am
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Joined: Wed Apr 28, 2010 11:41 am
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Post Re: Visible Inventory [1.1]
Got it :D , but now i have a question. Can i change the actor that he can have visible inventory like that in presentation for light coalition or some other character?
If i can please tell me how to do it and i hope it's not very difficult. :)


Mon Feb 21, 2011 5:48 pm
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Post Re: Visible Inventory [1.1]
Find the line that says 'ScriptPath =' in the mod's code regarding an actor. Copy that line to another actor's block.


Tue Feb 22, 2011 8:46 am
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