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Skrypty / [G2] Ork z Nową Twarzą
« dnia: 2017-07-31, 13:44 »
Mam problem. bo nie wiem jak dodać orka z nową texturą głowy?
to jest skrypt
Textura głowy nazywa się ORC_KOPF-C.TEX
Co mam zrobić żeby użyć tej textury (gdzie mam coś wpisać, może textura ma być w .TGA?)?
to jest skrypt
Spoiler
//*****************************
// Orc WARRIOR Prototype
//*****************************
PROTOTYPE Mst_Default_OrcWarrior2(C_Npc)
{
//----- Monster -----
name = "Ork Brutal";
guild = GIL_ORC;
aivar[AIV_MM_REAL_ID] = ID_ORCWARRIOR;
voice = 18;
level = 30;
//----- Attribute -----
attribute [ATR_STRENGTH] = 100; //+ca. 50-80 Waffe //MIN 100 wg Equip!!!
attribute [ATR_DEXTERITY] = 150;
attribute [ATR_HITPOINTS_MAX] = 300;
attribute [ATR_HITPOINTS] = 300;
attribute [ATR_MANA_MAX] = 0;
attribute [ATR_MANA] = 0;
//----- Protections ----
protection [PROT_BLUNT] = 150;
protection [PROT_EDGE] = 150;
protection [PROT_POINT] = 150;
protection [PROT_FIRE] = 150;
protection [PROT_FLY] = 150;
protection [PROT_MAGIC] = 20;
//----- HitChances -----
HitChance [NPC_TALENT_1H] = 60;
HitChance [NPC_TALENT_2H] = 60;
HitChance [NPC_TALENT_BOW] = 60;
HitChance [NPC_TALENT_CROSSBOW] = 60;
//----- Damage Types ----
damagetype = DAM_EDGE;
// damage [DAM_INDEX_BLUNT] = 0;
// damage [DAM_INDEX_EDGE] = 0;
// damage [DAM_INDEX_POINT] = 0;
// damage [DAM_INDEX_FIRE] = 0;
// damage [DAM_INDEX_FLY] = 0;
// damage [DAM_INDEX_MAGIC] = 0;
fight_tactic = FAI_ORC;
//----- Senses & Ranges ----
senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL;
senses_range = PERC_DIST_ORC_ACTIVE_MAX;
aivar[AIV_MM_FollowTime] = FOLLOWTIME_MEDIUM;
aivar[AIV_MM_FollowInWater] = FALSE;
};
//**************
// Visuals
//**************
func void B_SetVisuals_OrcWarrior2()
{
Mdl_SetVisual (self, "Orc2.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "Orc_BodyWarrior2", DEFAULT, DEFAULT, "Orc_HeadWarrior", DEFAULT, DEFAULT, -1);
};
//******************
// Orc Warrior Roam
//******************
INSTANCE OrcWarrior2 (Mst_Default_OrcWarrior2)
{
//-------- visual --------
B_SetVisuals_OrcWarrior2();
//-------- inventory --------
EquipItem (self, ItMw_2H_OrcAxe_03);
//----- Daily Routine ----
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_RoamStart] = OnlyRoutine;
};
// Orc WARRIOR Prototype
//*****************************
PROTOTYPE Mst_Default_OrcWarrior2(C_Npc)
{
//----- Monster -----
name = "Ork Brutal";
guild = GIL_ORC;
aivar[AIV_MM_REAL_ID] = ID_ORCWARRIOR;
voice = 18;
level = 30;
//----- Attribute -----
attribute [ATR_STRENGTH] = 100; //+ca. 50-80 Waffe //MIN 100 wg Equip!!!
attribute [ATR_DEXTERITY] = 150;
attribute [ATR_HITPOINTS_MAX] = 300;
attribute [ATR_HITPOINTS] = 300;
attribute [ATR_MANA_MAX] = 0;
attribute [ATR_MANA] = 0;
//----- Protections ----
protection [PROT_BLUNT] = 150;
protection [PROT_EDGE] = 150;
protection [PROT_POINT] = 150;
protection [PROT_FIRE] = 150;
protection [PROT_FLY] = 150;
protection [PROT_MAGIC] = 20;
//----- HitChances -----
HitChance [NPC_TALENT_1H] = 60;
HitChance [NPC_TALENT_2H] = 60;
HitChance [NPC_TALENT_BOW] = 60;
HitChance [NPC_TALENT_CROSSBOW] = 60;
//----- Damage Types ----
damagetype = DAM_EDGE;
// damage [DAM_INDEX_BLUNT] = 0;
// damage [DAM_INDEX_EDGE] = 0;
// damage [DAM_INDEX_POINT] = 0;
// damage [DAM_INDEX_FIRE] = 0;
// damage [DAM_INDEX_FLY] = 0;
// damage [DAM_INDEX_MAGIC] = 0;
fight_tactic = FAI_ORC;
//----- Senses & Ranges ----
senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL;
senses_range = PERC_DIST_ORC_ACTIVE_MAX;
aivar[AIV_MM_FollowTime] = FOLLOWTIME_MEDIUM;
aivar[AIV_MM_FollowInWater] = FALSE;
};
//**************
// Visuals
//**************
func void B_SetVisuals_OrcWarrior2()
{
Mdl_SetVisual (self, "Orc2.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "Orc_BodyWarrior2", DEFAULT, DEFAULT, "Orc_HeadWarrior", DEFAULT, DEFAULT, -1);
};
//******************
// Orc Warrior Roam
//******************
INSTANCE OrcWarrior2 (Mst_Default_OrcWarrior2)
{
//-------- visual --------
B_SetVisuals_OrcWarrior2();
//-------- inventory --------
EquipItem (self, ItMw_2H_OrcAxe_03);
//----- Daily Routine ----
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_RoamStart] = OnlyRoutine;
};
Textura głowy nazywa się ORC_KOPF-C.TEX
Co mam zrobić żeby użyć tej textury (gdzie mam coś wpisać, może textura ma być w .TGA?)?