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Thread: Turning an Object into a Weapon

  1. #1
    Member
    Registered: Mar 2004
    Location: Marlborough,England.

    Turning an Object into a Weapon

    Hi, I want to use an object as a weapon and alls well with the weapons shape being changed into the object that I want Garret to pick up and use...now the tricky part, it still shows a blackjack in Garrets hand, so I'm thinking that a new mesh arm with the object attached to it is needed, if so could some kindly person be able to create it for me please.
    Thank you.

  2. #2
    Dˇttirin klŠ­ist oft mˇ­ur m÷ttli
    Registered: Apr 2015
    Use this squirrel script (DArmAttachment) and you won't need it.
    www.ttlg.com/forums/showthread.php?t=147713

  3. #3
    Member
    Registered: Mar 2004
    Location: Marlborough,England.
    Great, thank you.

  4. #4
    Dˇttirin klŠ­ist oft mˇ­ur m÷ttli
    Registered: Apr 2015
    You need to to this.
    -Put squirrel.osm in the root folder.
    -Put the folder "sq_scripts" from the demo into the root folder
    -In DromEd, load the scripts "script_load squirrel", save the mission/cow
    -Add this script to the blackjack :s--script: DArmAttachment
    -Now the tricky part. You'll need a custom hand. There's one in "Inverted Manse" (there are also other hands available). It's shape is "armbh". Put armbh.bin+cal in /mesh. Put also handarp3.gif in mesh/txt16
    -Add this design note to the blackjack:
    DArmAttachmentPos="0.2,-1,0";DArmAttachmentRot="90,180,0";DArmAttachmentUseObject=2
    -Add inventory --limb model: armbh
    This might need some improvement for the position

    Save the mission/cow and reload it. Or go in game mode twice. Try it.
    Last edited by Unna Oertdottir; 28th Jan 2019 at 16:20.

  5. #5
    Member
    Registered: Mar 2004
    Location: Marlborough,England.
    Thank you.

  6. #6
    Member
    Registered: Mar 2004
    Location: Marlborough,England.
    I have done the tricky bit ok but:---
    squirrel.osm not there
    Demo not there.
    What I unzipped from the download is:--
    sq_scripts....folder, inside the folder is:---
    Mesh...folder
    Strings...folder
    DScripts.cow
    DScript.nut
    DSDumpModels.nut
    DT2UndercoverWeapons.nut
    Thats all I have...sorry to be a pain.

  7. #7
    Dˇttirin klŠ­ist oft mˇ­ur m÷ttli
    Registered: Apr 2015
    squirrel.osm is in the NewDark.zip in "contrib.zip"
    http://www.taffersparadise.co.uk/thi...v26-update.zip
    Create a folder "sq_scripts" in the root folder, put the nut files there

  8. #8
    Member
    Registered: Mar 2004
    Location: Marlborough,England.
    Doing it now, thank you for your patience with me.

  9. #9
    Member
    Registered: Mar 2004
    Location: Marlborough,England.
    Squirrel Error \sq_scripts\DScript.nut Line = <497> column = <6> Error expected IDENTIFIER.
    this is reported twice and then at the end it says Loaded Script Module "Squirrel.osm".

  10. #10
    Dˇttirin klŠ­ist oft mˇ­ur m÷ttli
    Registered: Apr 2015
    The latest script module is 0.30a
    https://github.com/Daraan/Dark-Squirrel-Scripts

  11. #11
    Member
    Registered: Mar 2004
    Location: Marlborough,England.
    Ok alls well..but how bo I add a design note to the blackjack, I'm guessing that it is done through notepad??.

  12. #12
    Dˇttirin klŠ­ist oft mˇ­ur m÷ttli
    Registered: Apr 2015
    In DromEd: Add-->Editor-->DesignNote

  13. #13
    Member
    Registered: Mar 2004
    Location: Marlborough,England.
    Learning a lot here, thank you.

  14. #14
    Member
    Registered: Mar 2004
    Location: Marlborough,England.
    It works..thank you, it needs tweaking because the wooden arm I'm using as a weapon is half way up garrets forearm...but It works, thank you so much.

  15. #15
    Dˇttirin klŠ­ist oft mˇ­ur m÷ttli
    Registered: Apr 2015
    The position is defined in the design note

    DArmAttachmentPos="0.2,-1,0" As you can see, the last parameter is not defined, so it's default=0;add it if you need it. Example "0.1,-0.6,-0.43"
    You can change the data, for example
    DArmAttachmentPos="0.3,-0,9"

    The rotation is defined in the 2nd part of the design note
    DArmAttachmentRot="90,180,0"

    Don't touch the 3rd part.

    Remember to go in game mode twice or reload when you try something.
    Last edited by Unna Oertdottir; 29th Jan 2019 at 11:55.

  16. #16
    Member
    Registered: Mar 2004
    Location: Marlborough,England.
    I will, thank you for patiently walking an old man through this, I really appreciate it....0.43 did the trick and it is now in the hand just right.

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