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.
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
Happy new year everyone.
Another question, i want to make it so that all npcs can go renegade, can i simply do this;
ModBaseNPC override BaseNPC
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?
Any help would be great..
Well this has been helpful~
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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