|
Post by Kyzrati on Aug 15, 2013 17:55:59 GMT -5
Item interaction in general is controlled by the race value "noItem". If true, the race cannot get/drop/throw/prime/use/manipulate any items at all. You'll probably notice your tank has a value of 1 there.
I could lift this restriction for SA usage, since if they've already got the item equipped, they should obviously be able to use it.
I'll get around to this later and upload a preview build so you can use it to continue development.
For now, you could just change the noItem value to 0. In fact this may not cause any problems at all since your tank doesn't have any arms to pick things up with anyway.
Really item interaction *should* be controlled completely through the inventory slot system (you'll notice there are specific settings for certain actions there). I should look into removing noItem entirely--it may be outdated.
|
|
|
Post by Aves Dominari on Aug 15, 2013 18:06:56 GMT -5
Without any item slots but Wpn Module, which can't do much in and of itself, removing noItem shouldn't be a problem. Manipulation works perfectly now; thanks for the reply! (And I'm not going to halt my mod and demand you make a fix just for me; I can move around you much more easily than vice versa, I bet ;p)
|
|
|
Post by Kyzrati on Aug 15, 2013 18:12:40 GMT -5
Haha, I don't know. After all, I do control the source...
There may be side effects in other areas I haven't thought of, so I'll still want to look into removing that variable safely.
|
|
|
Post by 10101 on Aug 16, 2013 0:12:10 GMT -5
This results in some interesting possibilities. Speak: Ammo rack, Consumables, someone wanted to do some kind of player controlled force field?
|
|
|
Post by Kyzrati on Aug 19, 2013 16:58:47 GMT -5
(Moved your explosions.xt question to a new thread, 10101.)
|
|
|
Post by Aves Dominari on Sept 4, 2013 13:00:13 GMT -5
Just a quick question for you. Right now, I'm using traits to keep track of which entities are capable of what psionic powers. It would be easier, however, to just use the entity's Psi Skill, so I was wondering if there was a condition similar to the E_EN and E_HP ones you used in Rookie's Tale for Psi Skill or not.
|
|
|
Post by Kyzrati on Sept 4, 2013 15:58:02 GMT -5
Yep, check out 10101's full condition list in the modpack reference pdf. Some new triggers/conditions/effects have been added since then, but the conditions list is still pretty complete, and you'll see there is one for every attribute. (E_PK)
|
|
|
Post by Aves Dominari on Sept 5, 2013 18:08:53 GMT -5
Alright, that's perfect. Thanks, 10101! How did you dig all of this up, anyway?
|
|
|
Post by Kyzrati on Sept 5, 2013 23:33:08 GMT -5
He compiled an initial short list based on a post I made, then I figured if he was going to put in the effort I may as well give him all the relevant data, so I posted my comments directly from the source and he turned it into a useful pdf ;p
This happened some time ago while you were gone--you missed it! Still plenty more details to add for a real manual, but like the threads on this forum it's certainly better than nothing!
|
|