Author Topic: Question about open face helmets on CEP 2.60  (Read 441 times)

Legacy_Bhaal_MA

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Question about open face helmets on CEP 2.60
« on: February 01, 2015, 05:02:33 pm »


               

Hi all,


 


I'm planning to add open face helmets to our server, and I'm wondering which is the best way to implement it. Is there any tutorial or guideline about this?


 


Thank you


regards



               
               

               
            

Legacy_werelynx

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Question about open face helmets on CEP 2.60
« Reply #1 on: February 02, 2015, 12:09:26 am »


               

They need to be VFX's aligned to the head properly.


 


Couple links:


http://neverwinterva...-visual-effects


http://neverwinterva...manny-jabrielle


http://neverwinterva...ity-vfx-project


http://neverwinterva...fx-head-aligned


http://neverwinterva...fx-mask-project



               
               

               
            

Legacy_Bhaal_MA

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Question about open face helmets on CEP 2.60
« Reply #2 on: February 02, 2015, 12:39:58 am »


               

Thank you for your help, but now I see my post was not clear enough.


 


What I want is to use the content that already exists in the CEP 2.60. There are several open face helmets already defined in the visualeffect.2da.


 


I've been thinking on how to use this content, and I've come to a possible solution:


  1. Create a real helmet 

  2.    
  3. Attach a script for the OnEquip event.
       
    1. If the player equip the helmet: unequip the helmet, copy the helmet properties to the player skin, add the helm visual effect. Set a local flag "I have the helmet on my head"

    2.       
    3. If the player equip the helmet again: unequip and remove all the effects, skin properties and flag

    4.       
    5. If the player drop/sell the helmet: remove all the effects, skin properties and flag

    6.    

  4.    
  5. Change polymorph script to take into account this new kind of helmets

But I'm not sure this content is intended to work that way.


 


Regards


               
               

               
            

Legacy_Proleric

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Question about open face helmets on CEP 2.60
« Reply #3 on: February 02, 2015, 09:07:04 am »


               

I'm not sure what the best method is. I'm using items with Unique Power Self Only to equip and unequip the helmets and masks, otherwise the logic is similar to yours.


 


I have NPCs who react to masks and closed-face helmets, so conversation, perception, item activate and item equip / unequip scripts use library functions which handle both cases.



               
               

               
            

Legacy_Bhaal_MA

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Question about open face helmets on CEP 2.60
« Reply #4 on: February 02, 2015, 09:41:41 am »


               


I have NPCs who react to masks and closed-face helmets, so conversation, perception, item activate and item equip / unequip scripts use library functions which handle both cases.




 


That's nice.


 


Thank you Proleric.


 


Regards