Author Topic: Parenting, Node, Movement and Script related questions.  (Read 832 times)

I haven't come across problems yet, but I'm asking these to cause less problems in the future.
I use blender - so thats the modeling program I refer to.

Alright, here are my questions.

- When you parent an object to a empty, the empty is considered a 'node' which can be recolored. (Which would color the model in game)
- When you parent an object to a empty, in order to color is does it have to be named detail1(to who knows which number), or anything you want.
- Does the 'bones' of the mesh have to be exported with the model to cause movement from the dsq files?
- If I wanted to make a node (Mesh parented to a empty I believe) invisible in game how would I be able to do that with script?
- What function would I call to see if a player avatar has a certain item on (Hook/Hand, or Armour/Cape)
- What lines of script should I use to make nodes a certain color, the moment I spawn it.

Thank you very much for your time.

When you parent an object to a empty, the empty is considered a 'node' which can be recolored. (Which would color the model in game) No
When you parent an object to a empty, in order to color is does it have to be named detail1(to who knows which number), or anything you want. Your exporter takes care of the detail1 stuff. Don't worry about naming things.
- Does the 'bones' of the mesh have to be exported with the model to cause movement from the dsq files?Yes.
- If I wanted to make a node (Mesh parented to a empty I believe) invisible in game how would I be able to do that with script?Animate the scale to zero.
- What function would I call to see if a player avatar has a certain item on (Hook/Hand, or Armour/Cape) %client.Rarm would return 0 or 1 - I believe 0 is a hand and 1 is a hook - %client.secondPack would return something between 0 and 3. Just type into the console localclientconnection.save("base/client.cs"); and then open base/client.cs and you'll see what I mean.
- What lines of script should I use to make nodes a certain color, the moment I spawn it.If you're talking about weapons, none. You give the weapon textures. Blockland takes care of the rest.

Thanks Amade. I'll leave this topic unlocked for anyone else.


Quote
If I wanted to make a node invisible in game how would I be able to do that with script?
%player.hideNode("NodeName");

I haven't come across problems yet, but I'm asking these to cause less problems in the future.
I use blender - so thats the modeling program I refer to.

Alright, here are my questions.

- When you parent an object to a empty, the empty is considered a 'node' which can be recolored. (Which would color the model in game)
- When you parent an object to a empty, in order to color is does it have to be named detail1(to who knows which number), or anything you want.
- Does the 'bones' of the mesh have to be exported with the model to cause movement from the dsq files?
- If I wanted to make a node (Mesh parented to a empty I believe) invisible in game how would I be able to do that with script?
- What function would I call to see if a player avatar has a certain item on (Hook/Hand, or Armour/Cape)
- What lines of script should I use to make nodes a certain color, the moment I spawn it.

Thank you very much for your time.

client.player.getmountedimage(0)
returns mount on right hand(1 = left). I have no idea what to do with the number it returns.

Capes is really "secondpack"(see next info)



For finding other avatar stuff
client.dump()

Look in there for a list of avatar preferences

Kalph the number returned from getMountedImage is the ID of the image's datablock.
And by "in there" Kalphiter meant the console.