Custom shield/torch baseitem troubles
#1
Posté 26 juillet 2013 - 05:29
The baseitem line for my custom torch is the same as the default torch except icon base and model.
Is there any way to enable this? I know that CEP2 uses pretty much every baseitem copied with different ACtype so was curious if they came across this problem too and if they solved it.
#2
Posté 26 juillet 2013 - 06:33
#3
Posté 26 juillet 2013 - 06:38
can you post yours?Name label InvSlotWidth InvSlotHeight EquipableSlots CanRotateIcon ModelType ItemClass GenderSpecific Part1EnvMap Part2EnvMap Part3EnvMap DefaultModel DefaultIcon Container WeaponWield WeaponType WeaponSize RangedWeapon PrefAttackDist MinRange MaxRange NumDice DieToRoll CritThreat CritHitMult Category BaseCost Stacking ItemMultiplier Description InvSoundType MaxProps MinProps PropColumn StorePanel ReqFeat0 ReqFeat1 ReqFeat2 ReqFeat3 ReqFeat4 AC_Enchant BaseAC ArmorCheckPen BaseItemStatRef ChargesStarting RotateOnGround TenthLBS WeaponMatType AmmunitionType QBBehaviour ArcaneSpellFailure %AnimSlashL %AnimSlashR %AnimSlashS StorePanelSort ILRStackSize
133 5800 invis_torch 1 3 0x00020 1 0 it_torch2 0 **** **** **** it_torch iit_torch_000 0 1 0 2 **** **** 0 150 **** **** **** **** 20 1 1 0.02 1725 17 8 0 20 4 **** **** **** **** **** **** 0 0 5444 0 1 1 **** **** **** **** **** **** **** 0 1
damit mess formatting :/ code neither quote helps
Modifié par ShaDoOoW, 26 juillet 2013 - 06:40 .
#4
Posté 26 juillet 2013 - 07:04
So it's custom base items that aren't accepted? That makes more sense. Are the quickslots hard coded or is there a 2da somewhere that defines what combinations they accept?
#5
Posté 26 juillet 2013 - 07:56
I tried several years ago to make a new large shield base item type (using plt textures for tinting), and it just ended up held strangely in the left hand like a weapon.





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