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#1
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![]() G'day everyone
![]() 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 } 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 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 ![]() ~Thanks for your time |
#2
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![]() Happy new year everyone.
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#3
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![]() 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? Last edited by Hoodoo : 01-01-2018 at 03:48 PM. |
#4
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![]() Any help would be great..
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#5
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![]() Well this has been helpful~
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#6
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![]() 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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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, Drox Operative 2, & Din's Champion Wishlist Din's Champion |
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