Post by ubiquitous on May 7, 2011 14:43:23 GMT -5
Well I don't think we need to make any of the other animations but don't quote me on that. As of now the only values I have added anything to have been the hand values.
If you wanna test its function out you can go into the game pick up a guitar and just stand there without moving. It should deplete your health no matter what you do even though no Idle, Attack or any other function was modified other than the code added into the Hand entry.
So from that test the only culprit will be the Hand value itself which is why I only had to make 1 unique entry for it. I hadn't thought about the New animation group and genericstate if it works good work it will make the mod file a lot nicer
Ok so this health thingy has beaten me up lol I've uploaded my latest attempts and findings on the link I will provide at the end of the post. The sgraph is far from complete and still has the problem of the Male NPC getting hurt while holding certain weapons.
While I attempted to fix this I came across other findings like the Damage when Chuck stops running. This combined with the Idle DOT doesn't hurt NPCs but its not complete since it doesn't hurt him while he is moving.
In my first attempts I found entries to items which were for items and their poses. So while an item was held like the guitar or trash bins Chuck would get hurt but so would the Male NPCs holding the same item. The workaround for this one was creating a new weapon entry animation with the same information except the damage property from sgraph being removed so the Male NPCs would not get hurt while using it. The item would still work as intended but the downside to this was the item could be picked up by Chuck after the NPC was killed. The work around for that would be deleting the file in missions.txt after the NPC gets killed.
Another solution to the first attempts were to make NPC items while I didn't experiment much with those I gave it a try and the advantage to this was once the NPC is killed the item drops but cannot be picked up by Chuck.
I've attempted to make his watch have a Damaging property but it appears that the watch might be part of him and the one found in Items.txt is the one that pops up when you look at the time.
For now I will be taking a break from this and hopefully someone can come up with a new solution. So far the only one I see is making a new weapon entry for the NPC items which isn't hard to do along with its animation just without the damage property.
Link to File: www.mediafire.com/?8hay1ug88kbvpxd
If you wanna test its function out you can go into the game pick up a guitar and just stand there without moving. It should deplete your health no matter what you do even though no Idle, Attack or any other function was modified other than the code added into the Hand entry.
So from that test the only culprit will be the Hand value itself which is why I only had to make 1 unique entry for it. I hadn't thought about the New animation group and genericstate if it works good work it will make the mod file a lot nicer
Ok so this health thingy has beaten me up lol I've uploaded my latest attempts and findings on the link I will provide at the end of the post. The sgraph is far from complete and still has the problem of the Male NPC getting hurt while holding certain weapons.
While I attempted to fix this I came across other findings like the Damage when Chuck stops running. This combined with the Idle DOT doesn't hurt NPCs but its not complete since it doesn't hurt him while he is moving.
In my first attempts I found entries to items which were for items and their poses. So while an item was held like the guitar or trash bins Chuck would get hurt but so would the Male NPCs holding the same item. The workaround for this one was creating a new weapon entry animation with the same information except the damage property from sgraph being removed so the Male NPCs would not get hurt while using it. The item would still work as intended but the downside to this was the item could be picked up by Chuck after the NPC was killed. The work around for that would be deleting the file in missions.txt after the NPC gets killed.
Another solution to the first attempts were to make NPC items while I didn't experiment much with those I gave it a try and the advantage to this was once the NPC is killed the item drops but cannot be picked up by Chuck.
I've attempted to make his watch have a Damaging property but it appears that the watch might be part of him and the one found in Items.txt is the one that pops up when you look at the time.
For now I will be taking a break from this and hopefully someone can come up with a new solution. So far the only one I see is making a new weapon entry for the NPC items which isn't hard to do along with its animation just without the damage property.
Link to File: www.mediafire.com/?8hay1ug88kbvpxd