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Post by shadex on Jan 3, 2017 17:13:06 GMT
My overall goal is to get Duel Wielding working with all weapons. I was wondering if there is a way to allow a weapon to give different values based on where you put them in the inventory. For instance if the weapon equipment holder is holding an Iron Axe and the shield equipment holder is empty it might have weapon and defense ID's like these: weapon ID 3, Defense ID 4. If both the weapon and shield holder are equipping 2 Iron Axes at the same time, the Attack ID is 3 and the defense ID becomes 8 instead. Any time you put an Iron Axe in the shield slot, the defense becomes 8 instead of 4. If i can do that, i can just check the Defense and Attack ID's to move to the duel wield animations, however as it stands, The Iron Axe would have the same attack and defense ID's if it was the only weapon equipped or if you had one in each hand, making it very hard to duel wield without making an offhand sword that is specifically only allowed to be an offhand sword.
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Post by shadex on Jan 3, 2017 23:29:37 GMT
Never mind I got Duel wield working
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Post by nightbreeze on Jan 4, 2017 6:22:35 GMT
Care to share code or steps in getting this to work?
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Post by shadex on Jan 4, 2017 13:28:07 GMT
Once i get Two handed working and hopefully jump attacks and roll attacks i will post a tutorial on the Add-on section. Shouldn't take long, just trying to figure out where it's limiting attack input on jump/roll and thinking of a good way to limit duel wielding 2 handed weapons.
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Post by Chronicman on Jan 4, 2017 16:23:38 GMT
Good luck with the two handed, I think that will be quite difficult. Getting animations and such is fairly easy but your gonna need to change vEquipArea.cs a bit. Making item restrictions functions is what your gonna need to do. Example:1 If a two handed equipped you could place a shield in the other slot. Example:2 If a 1 handed is equipped in both hands you need to remove both slots and prevent items from being placed in again. I think Invector told me a wile back they had plans to implement this for us as it is quite difficult.
I'd sure be interested in looking at what you changed if you did solve this .
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Post by shadex on Jan 4, 2017 19:08:02 GMT
Good luck with the two handed, I think that will be quite difficult. Getting animations and such is fairly easy but your gonna need to change vEquipArea.cs a bit. Making item restrictions functions is what your gonna need to do. Example:1 If a two handed equipped you could place a shield in the other slot. Example:2 If a 1 handed is equipped in both hands you need to remove both slots and prevent items from being placed in again. I think Invector told me a wile back they had plans to implement this for us as it is quite difficult. I'd sure be interested in looking at what you changed if you did solve this . Yea i'm having a problem finding where the code limits weapons and shields to the equip area's and items to the item area. I looked in EquipArea but i'm not seeing it. What i have right now works, but in the same way an engine works that is held together by duct tape.
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