bluesmurph Posted May 3, 2012 Share Posted May 3, 2012 Is it possible to make a misc item have an option to equip it without turning it into and armor item? I don't want to put the item on the character but just use an empty unused equip slot. Im going to make multiple versions of certain misc items and you can only use/equip one at a time and each one has different effects on the player. I was hoping I could do this without having to turn the misc item into a armor item. I hope someone can help! Link to comment Share on other sites More sharing options...
Skevitj Posted May 3, 2012 Share Posted May 3, 2012 Have a look at torches. Might be something there you can re-purpose. Link to comment Share on other sites More sharing options...
bluesmurph Posted May 3, 2012 Author Share Posted May 3, 2012 Have a look at torches. Might be something there you can re-purpose.oh my god thank you! totally forgot about those! Link to comment Share on other sites More sharing options...
scrivener07 Posted May 3, 2012 Share Posted May 3, 2012 Misc items do receive the OnEquipped() event. So if you attach a script to your item that looks like this. Event OnEquipped() ;run some statements EndEvent then your code in this event will run whenever you click the misc item. Link to comment Share on other sites More sharing options...
bluesmurph Posted May 4, 2012 Author Share Posted May 4, 2012 Misc items do receive the OnEquipped() event. So if you attach a script to your item that looks like this. Event OnEquipped() ;run some statements EndEvent then your code in this event will run whenever you click the misc item. hey thanks! this is probably what i need. the only problem is that i know nothing about scripting. do you know if theirs anyone that could help me with scripting? some guy used to have a forum post up that he would answer scripting requests but it was locked :( Link to comment Share on other sites More sharing options...
Skevitj Posted May 4, 2012 Share Posted May 4, 2012 (edited) If you want to just post what you're after here, I can have a go at it. I'm notoriously bad at Object languages, but at least most of the low level stuff is done for you. Edited May 4, 2012 by Skevitj Link to comment Share on other sites More sharing options...
bluesmurph Posted May 4, 2012 Author Share Posted May 4, 2012 If you want to just post what you're after here, I can have a go at it. I'm notoriously bad at Object languages, but at least most of the low level stuff is done for you.ok thank you. derp i just realized the title says equitable and not equip-able -.-Anyway i am trying to make multiple types of lock picks that you can choose which ones to use (equip them) so basically i need:- script to add enchantment to lockpick when equipped (fortify lockpicking, change the damage lockpicks can take, or ect.)- script to change the texture of a different item when the lockpick is equipped So i need the special lockpicks to have some sort of special thing about them that improves your lockpicking when you use them. this could be an enchantment or what not. Since I am going to change the colors of each lockpick so they all look different i need the lockpick in the animation to match the color of the equipped lockpick. I found the file that is used in the lockpicking animation so if i can get a script to change its texture to something else depending on what lockpick is equipped that would be great. Is any of this possible? Link to comment Share on other sites More sharing options...
Skevitj Posted May 4, 2012 Share Posted May 4, 2012 As far as I'm aware there isn't a method of changing an object's texture implemented yet. The simplest method would just be to have an OnEquip block on each of the pick types add an ability to the PC (and remove abilities from alternate picks) and have the abilities govern the value changes. Most of the work seems to be in getting the objects set up and locating the values which you want changed. Assuming the functions exist to change the values, the actual scripting should be relatively easy. As for displaying an equipped marker next to the different picks in the inventory. I'm not sure how that would be achieved. You'd have to look at torches to see if there's an "equippable" flag or something of the sort available. It could just be an internal engine thingy. Link to comment Share on other sites More sharing options...
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