Armour types with mesh attachment

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Veleran
Posts: 898
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Armour types with mesh attachment

Post by Veleran »

1.Wear all ten different armour types at the same time.

Lets say:
Brimstone breastplate (explosions and mellee protection-etc)
Elven Boots (protection from fall damage )
Dragonflame Bracers (protection from fire based projectiles)
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2.To define armour meshes each Player can wear (in the armour.ini perhaps),and after you select the armour attribute for use in the inventory,the mesh to be loaded and appear on the player like the scripted player accessories,and blend with the motions.

3.Detach (take off) and drop armour of course.
Last edited by Veleran on Mon Oct 13, 2008 12:04 am, edited 1 time in total.
Veleran
Posts: 898
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: Wear all ten armour types with mesh attachment

Post by Veleran »

Untill now,there is no specific Armour entity.
1.First you place an Attribute entity for the armour pickup,and
2.an ActMaterial to change textures and show you have worn the armour.
3.add one more ActMaterial for switching back to the default material taking off the armour(before selecting another armour for use).
That is three Entities for each armour.

A new -Armour- entity would be nice with the ActMaterial,the attribute,the Attach/Detach accessory that blends to the motions of the player,which is active as long as the armour attribute is active.When the armour reaches zero or you take it off,to switch automatically to the default material.

If anyone does not want to add much more polygons to the player-like the arms and legs,he/she could attach accessories only to the knees and Elbow caps (less polys),and change the materials for the arms/legs.

You could wear ten pieces of armour that protect from the same weapon,each adding more protection to the previous,or have combinations of all 10 types.
Anyway,i know there are other features more important,so i will use changematerial for the standard player,and try armour attachments via commands to the scripted player.
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