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Does Biped Object Matter?


SignedName

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I've been messing around with creating an armor that breaks after one hit, but the problem is that it doesn't actually break, and I think it might be because of which biped object slot I put it as (BodyAddOn3). Can I get any confirmation on this, and if this is the case, how do I make it so the armor is breakable while wearing other armor?

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I meant that it only seems to break when I put it on the Upperbody slot, and not on any of the "extra" slots. Since I want the "armor" to be worn in conjuction with other things (and also because it's techincally "invisible", obviously I can't put it on the Upperbody slot.

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  • 2 weeks later...

I would like to see the script too.. if you could share :)

 

Since I am modeling clothes for FNV, the way it is normally done is that the body and clothes are exported together as 1 after removing any polygons from body which is hidden behind the clothes, this reduces the overall polygon count for better frame rate.. So when the clothes are worn, the nude body --- or any body for that matter-- gets replaced with the clothed body file.

 

So I cannot figure out how you would make a character wear two bodies (clothes) and have one broken upon whatever action you want it to be broken by,,,

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Oh, I see what's happening here. OP and I were talking about damaging the item's health, in this case bringing it down to 0 any time someone wearing it is hit, but I think you're talking about visual damage to armour.

 

Both are possible, but obviously, simply altering the HP of the armour is much easier than making things take damage visually. If you wanted to do that, we'd need to see how the engine would respond to a few things, and it would probably be a very involved thing. Definitely possible, though. In fact, whilst I don't really care for the execution of the concept (doesn't use vanilla bodies or female bodies and focusses on a more sexualised approach), WearOut does something like this, if you want to look into how that was done. The scripting I'd arrive at would probably not be too dissimilar, but you may or may not prefer to do your models differently.

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So you have an armor addon you want to go away after 1 hit ? And you want to see some visual effect of it disapearing ?

 

If you can't remove the armor addon , then swap the armor for a duplicate which does not have the armor addon.

And cover up the swap with an effect ... explosion for example , which throws debris.

 

Just a suggestion.

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