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How do i begin making an armorstand?


psrfreddyz06

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So i have learned on how to make a weapon rack thanks to the underground hideout mod and user Mktavish (along with a few others who replied in my thread)

 

What i want to learn now is how i can make an armorstand, I thought that i could use the same technique as i did with the weaporack, but since there are no static models of the armors (when it is equiped) I'm not really sure where to begin, any tips for me?

 

Cheers!

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Hm... I know how to make the armors static, so I could probably throw together a tutorial for this and attach a mesh for a simple "mannequin" (like this) so the armors would fit. It would have to be something like that as an armor stand, because the vanilla mannequins are not posable, sadly.

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Hm... I know how to make the armors static, so I could probably throw together a tutorial for this and attach a mesh for a simple "mannequin" (like this) so the armors would fit. It would have to be something like that as an armor stand, because the vanilla mannequins are not posable, sadly.

That would be very nice of you, thank you, Fyi the armor i wanna make the stand for is the advanced recon armor if that helps. But it doesn't really matter since i want to learn how to make it myself (so that i can do it with any armor in the future)

 

Cheers!

Edited by psrfreddyz06
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You can create an NPC that uses a custom race with an all-white texture and freeze it by stopping its AI processing. Then you can simply equip gear on it as you would any NPC. I've seen this done in player house mods before.

Now that you said it i remember that I've seen this also. Do you have any idea how the script would look like? I don't wanna be able to equip the "NPC" with any armor, only the armor i choose.

 

Like "Press E to remove armor from NPC and equip"

 

"Press E to remove armor from self and quip on NPC"

 

Cheers!

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I think pressing E would bring up the barter window ... which shows your inventory and theirs ... then you just transfer the items to their inventory. (guess you have to be sneaking / pickpocket)

 

Err I guess you just give them a dialogue topic that has a result script "OpenTeammateContainer 1"

 

http://geck.bethsoft.com/index.php?title=OpenTeammateContainer

 

For some reason , I thought the mannequins would work like that also.

Edited by Mktavish
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I think pressing E would bring up the barter window ... which shows your inventory and theirs ... then you just transfer the items to their inventory. (guess you have to be sneaking / pickpocket)

 

Err I guess you just give them a dialogue topic that has a result script "OpenTeammateContainer 1"

 

http://geck.bethsoft.com/index.php?title=OpenTeammateContainer

 

For some reason , I thought the mannequins would work like that also.

Nice thanks, gonna try with that command and see what happens!

 

Update: That worked perfectly. I now have an NPC using that script and the NPC has a white texture so that is looks like a "statue"

 

The only problem i have now is how do i make the NPC to stop moving/talking? I want him to be "disabled".. Cheers!

Edited by psrfreddyz06
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In the NPC script have an OnLoad block like this:

begin OnLoad
    SetActorsAI 0
end

This prevents the actor from animating and processing packages.

 

In the NPC form, set the following flags in the Animation tab:

  • Not Pushable
  • No Rotating to Head-track

In the Blood tab, remove the following flags:

  • Blood Spray
  • Blood Decal

You may also want to set these generic flags:

  • No low level processing
  • Essential
  • No Knockdowns
  • No VATS Melee

Also, in the NPC script, you may want to make sure that it never takes health damage:

if (GetAV Health < GetBaseAV Health)
    ResetHealth
endif

Also give it some big value for base health, just to be extra safe.

 

Lastly, I would implement some fail-safe that teleports the NPC back if something glitches and it ends up in a wrong position. Place an XMarkerHeading where you want the NPC, link-ref them together and do something like this:

if (rLinkedRef)
    if (GetDistance rLinkedRef > 32)
        MoveTo rLinkedRef
    endif
else
    set rLinkedRef to GetLinkedRef
endif
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