Weapon Definitions - component issues
Posted: Sat Nov 01, 2014 8:59 am
Hey all
So now that the WIP scripting ref has been released Ive decided to start converting custom content over to the new system.
I have started with a basic knife and I am having problems with a couple of the component properties.
I have tried to redefine the LoG2 throwing knife as a melee attack knife (as in LoG1)
Issues
-With primaryAction commented out, the knife will perform an attack - but will do nothing if primary action is not commented out.
-the editor doesnt mind requirements = {"light_weapons",2}, but I can still attack with the knife even with light weapons skill =1.
-the editor does not like requirementsText (and will not list the weapon requirements under the weapon name at the top .... http://ge.tt/6BvSvH32/v/0)
-the editor does not like coolDownTime either... and cool down time is not affected when I change its value.
Prozail has corrected the code! Thank you
Akroma
So now that the WIP scripting ref has been released Ive decided to start converting custom content over to the new system.
I have started with a basic knife and I am having problems with a couple of the component properties.
I have tried to redefine the LoG2 throwing knife as a melee attack knife (as in LoG1)
SpoilerShow
Code: Select all
defineObject{
name = "knife",
baseObject = "throwing_knife",
components = {
{
class = "Model",
model = "mod_assets/models/knife.fbx",
},
{
class ="Item",
uiName = "Knife",
gfxAtlas = "mod_assets/textures/items.tga",
gfxIndex = 47,
weight = 0.7,
--primaryAction = "MeleeAttack",
impactSound = "impact_blade",
traits = { "daggers" },
description = "A blunt, rusty knife probably used for scaling fish."
},
{
class = "ItemAction",
requirements = {"light_weapons",2},
requirementsText = "Light Weapons 2 (Daggers)",
coolDownTime = 3.0
},
{
class = "MeleeAttack",
attackPower = 5,
accuracy = 0,
swipe = "horizontal",
attackSound = "swipe",
baseDamageStat = "dexterity",
damageType = "physical",
},
}
}-With primaryAction commented out, the knife will perform an attack - but will do nothing if primary action is not commented out.
-the editor doesnt mind requirements = {"light_weapons",2}, but I can still attack with the knife even with light weapons skill =1.
-the editor does not like requirementsText (and will not list the weapon requirements under the weapon name at the top .... http://ge.tt/6BvSvH32/v/0)
-the editor does not like coolDownTime either... and cool down time is not affected when I change its value.
Prozail has corrected the code! Thank you
SpoilerShow
Code: Select all
defineObject{
name = "knife",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/knife.fbx",
},
{
class ="Item",
uiName = "Knife",
--gfxAtlas = "you can set your own",
gfxIndex = 47,
weight = 0.7,
impactSound = "impact_blade",
traits = { "daggers", "light_weapon" },
description = "A blunt, rusty knife probably used for scaling fish."
},
{
class = "MeleeAttack",
attackPower = 5,
accuracy = 0,
swipe = "horizontal",
attackSound = "swipe",
cooldown = 3.0,
baseDamageStat = "dexterity",
damageType = "physical",
requirements = {"light_weapons" ,2},
gameEffect = "A test text you can set.",
},
}
}