Author Topic: Dual weapons playertype suggestion.  (Read 1167 times)

It would be cool if you could dual two of any or the same weapons at once
Like this player would include if 6 (or more) slots and select two weapons, instead of one.



Not possible without making duplicates of the same weapon and changing the mount point. This means you would have nearly 2x more weapon datablocks.

Not possible without making duplicates of the same weapon and changing the mount point. This means you would have nearly 2x more weapon datablocks.
port did some trickery to change the mountpoint of an image on a player (in the case i saw, to its foot, so a /wand would look like a leg) - would it be possible to do something similar and force an image to mount to a different mountpoint?

You probably could but there's a chance things can break

What if you mounted a bot with a specific model that had all mount nodes in the middle and no actual model to the player's other hand mountnode.
And you made a script that redirected all kills and all that to the player that holds them.
And redirect your image trigger for jetting to the bot's image trigger on slot 0.
This could work and only cost 1 extra datablock.
Hacky, but i think it should work fine as long as you take care of every issue that this can cause.

I made this all up after doing some thinking and testing with stuff.
I wanted to create a dual wielding system and i think the above might be the solution...

EDIT: It is actually 2 extra datablocks because you have to have a TSShapeConstructor for playertype models i think.
But my point still stands.
« Last Edit: April 08, 2016, 04:26:05 PM by lordician »

Pretty damn hacky, but brilliant and possibly could work.

I am gonna run some tests tomorrow probably with one of the empty.dts files that is supposed to be in one of the mods i have.
See if i can use those.
I might need an empty model with all the nodes/mountPoints, not 100% sure on that one.
I did ask someone if he could provide one, bur i have not heard of him yet.

Small bump to tell you there is some progress.
The idea i had works.
I still have to fix some things, but the concept works.
Current to-do list
- Make hand bot invincible/unhittable.
- Find a better working way to reward kills to the user of the hand bot.
- Make the hand bot's eye point the same as the default player's eyepoint (overriding getEyePoint?)
- Improve the equipping system a bit.