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Question about open face helmets on CEP 2.60


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4 réponses à ce sujet

#1
Bhaal_MA

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Hi all,

 

I'm planning to add open face helmets to our server, and I'm wondering which is the best way to implement it. Is there any tutorial or guideline about this?

 

Thank you

regards



#2
werelynx

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They need to be VFX's aligned to the head properly.

 

Couple links:

http://neverwinterva...-visual-effects

http://neverwinterva...manny-jabrielle

http://neverwinterva...ity-vfx-project

http://neverwinterva...fx-head-aligned

http://neverwinterva...fx-mask-project



#3
Bhaal_MA

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Thank you for your help, but now I see my post was not clear enough.

 

What I want is to use the content that already exists in the CEP 2.60. There are several open face helmets already defined in the visualeffect.2da.

 

I've been thinking on how to use this content, and I've come to a possible solution:

  1. Create a real helmet 
  2. Attach a script for the OnEquip event.
    1. If the player equip the helmet: unequip the helmet, copy the helmet properties to the player skin, add the helm visual effect. Set a local flag "I have the helmet on my head"
    2. If the player equip the helmet again: unequip and remove all the effects, skin properties and flag
    3. If the player drop/sell the helmet: remove all the effects, skin properties and flag
  3. Change polymorph script to take into account this new kind of helmets

But I'm not sure this content is intended to work that way.

 

Regards



#4
Proleric

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I'm not sure what the best method is. I'm using items with Unique Power Self Only to equip and unequip the helmets and masks, otherwise the logic is similar to yours.

 

I have NPCs who react to masks and closed-face helmets, so conversation, perception, item activate and item equip / unequip scripts use library functions which handle both cases.


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#5
Bhaal_MA

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I have NPCs who react to masks and closed-face helmets, so conversation, perception, item activate and item equip / unequip scripts use library functions which handle both cases.

 

That's nice.

 

Thank you Proleric.

 

Regards