Mandrake on 29/3/2005 at 10:52
Just for a bit of fun: :cheeky:
Inline Image:
http://homepages.igrin.co.nz/simon/games/tds/hammer-sword1.JPGInline Image:
http://homepages.igrin.co.nz/simon/games/tds/hammer-sword2.JPGInline Image:
http://homepages.igrin.co.nz/simon/games/tds/hammer-sword3.JPGTo do this I just went into the Actor Class browser, selected a hammer guard, right click, "Edit Weapon Loadout", click "Make Local" and removed the hammer from "Back_Pickpocket" and changed it to "BroadSword" then saved the gamesys :thumb:
Does anyone know how to define new objects that can be attached as AI inventory like this ? And are there any scripts associated with them ?
For example the attacking animations seem to be related to the weapon itself not the AI - giving a seaside thug a hammer makes him use hammerite attacking animations, while giving the Kurshok broadsword to the hammerite, gives him Kurshok style attacking animations...
Edit: Whoops, just noticed the same "Edit Weapon Loadout" can be done from properties of an instance of an AI instead of doing it on the classes.. :)
Another little discovery - any non combatant (human) AI can be turned into a combatant one by adding a weapon. For example I added a Kurshok broadsword to the Fat Cook, and now he attacks and fights Garrett :laff:
Likewise removing a weapon from a combatant AI turns them into a non combatant which runs away at the first sign of trouble.
Dark Arrow on 29/3/2005 at 17:18
It seems to be caused by the Weapon>WeaponStance property, if anyone is interested in knowing what causes it.
Mandrake on 29/3/2005 at 20:32
Quote Posted by Dark Arrow
It seems to be caused by the Weapon>WeaponStance property, if anyone is interested in knowing what causes it.
Yep. Discovered that a while after my post. Also the flag blsWeapon seems to control whether the class shows up as an available choice for equipping an AI...