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-   -   Custom class -Help needed (http://www.soldak.com/forums/showthread.php?t=37413)

Hoodoo 12-30-2017 07:47 AM

Custom class -Help needed
 
G'day everyone :cool:

I've read through various threads on custom classes and with some tinkering cobbled together a custom class, or rather a partial one, consists of two tabs to be used in conjunction with hybrid.

I know the class does work as is since i did override demonhunter skilltrees via .gdb to test, skills didn't work though.. When i purchased a skill it told me i didn't have it, I suspect it's because commands didn't get called.

Now.. Problem one is that i'm not sure how to add a button linking to my class amongst all the others. I tried but it didn't show up, Probably have to make room for it but really don't know how, Here's what i've got.

ModNewCharacter.mnu
Code:

mergeWith NewCharacter

Button
{
        text "Custom"
        textAlignment center
        position 70.0 225.0
        size 120.0 25.0
        draworder 4.0
        color White
        canClick 1
        addCommand "updateNewCharacterClass ClassCustom"
        addCommand "setUserVar HybridClass 0"
        addCommand "setuservar NewCharActionAnim newCharCustom"

        selectedCondition UserVarMatchesDefault
        UserVar PlayerClassBase ClassCustom
}

ModPickSkillTree.mnu
Code:

mergeWith PickSkillTree

Widget
{
        position 370.0 305.0
        texture Textures/UI/marbleborder.tga
        drawOrder -0.5
        size 105.0 20.0
        userVar FakePlayerClass ClassCustom
        hideCondition UserVarMatchesDefault
        color "0.75 0.75 0.75"
}

Widget
{
        position 370.0 305.0
        texture Textures/UI/marbleborder_selected.tga
        drawOrder -0.5
        size 105.0 20.0
        userVar FakePlayerClass ClassCustom
        showCondition UserVarMatchesDefault
}

Widget
{
        position 370.0 305.0
        size 105.0 20.0
        text "Custom"
        textAlignment center
        canClick 1
        addCommand "setFakePlayerClass ClassCustom"
        addCommand "setUserVar FakePlayerClass ClassCustom"
}

Problem two, I'd like to use a non-human model for my player, Is there a way to add human animations to a model? Would also like for armor to still show up over the model.

Problem three, i made a pet summon skill that i also made a skin for but didn't find a way to convert .tga to .skn


Tried consulting sdk but documentation on many fuctions is not in there :confused:


~Thanks for your time

Hoodoo 12-31-2017 12:10 PM

Happy new year everyone.

Hoodoo 01-01-2018 03:45 PM

Another question, i want to make it so that all npcs can go renegade, can i simply do this;

ModBaseNPC override BaseNPC
CanGoRenegade 1

Or do i have to use addsTo since it doesnt have that line by default? Can i simply use BaseNPC or do i have to apply it to each and every town npc?


Do added/overriden values in Base take higher priority to those in archetypes?

Hoodoo 01-03-2018 07:55 PM

Any help would be great..

Hoodoo 01-11-2018 09:09 PM

Well this has been helpful~

Shadow 01-12-2018 01:39 PM

Sorry lots of questions at the same time are difficult to answer.

1) Your UI stuff mostly looks fine off hand. Is that file in the Assets/UI directory? It's possible that you have just placed the widgets somewhere where it gets covered. You could increase your draw order to a much higher number to see if that is the problem.

2) The game isn't setup to use animations from one model on a different model.

3) skn files are just text files telling the game which texture/shader to use for which surface on the model. Most models only have 1 surface though.

4) You would probably want to use overrides instead of addsTo, but I'm not sure the code is going to let any random NPC go renegade.


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