djh269 Posted April 19, 2014 Share Posted April 19, 2014 Hello all, Would I be able to design a piece of armor that you can activate within the forearm band box so it would make you run faster? Is that possible? Many thanks. Link to comment Share on other sites More sharing options...
djh269 Posted April 20, 2014 Author Share Posted April 20, 2014 I ask this because I have seen read Agent Xim's Bothan Spynet Gear, his piece of Exoskeleton Accelerator, which says it: increases movement rate with exo. However I can't seem to be able generate a piece of armor that I can activate to be able to increase my movement speed. Link to comment Share on other sites More sharing options...
djh269 Posted May 11, 2014 Author Share Posted May 11, 2014 Although making it that the armor can be activated within the forearm band button would be cool, I'm thinking I could attach a unique feat that creates the ability to move faster, and add it as a bonus feat for the armor? Link to comment Share on other sites More sharing options...
Malxados Posted May 11, 2014 Share Posted May 11, 2014 Hello all, Would I be able to design a piece of armor that you can activate within the forearm band box so it would make you run faster? Is that possible? Many thanks. Short answer, yes, probably. You can try looking at other armband mods (TSL or K1) for an example of how to create an armband, and just use a modified force speed script. Is this for K1 or TSL? Link to comment Share on other sites More sharing options...
djh269 Posted May 11, 2014 Author Share Posted May 11, 2014 Whilst I do prefer the first game, I'd like to be able to design it for both games; to get a better feeling of how the two games differs in terms of scripting layouts. Making the script and changing the armor so I can activate it isn't going to be the most difficult part, it's being able to make the armor activate within the forearm bands activation slot that's going to be the most trickiest part. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted May 11, 2014 Share Posted May 11, 2014 Whilst I do prefer the first game, I'd like to be able to design it for both games; to get a better feeling of how the two games differs in terms of scripting layouts. Making the script and changing the armor so I can activate it isn't going to be the most difficult part, it's being able to make the armor activate within the forearm bands activation slot that's going to be the most trickiest part. Well, are you trying to activate an effect while both the armband and the armor are equipped? If so, then this bit of code should help(the <> means you need to insert the tag of your object): void main() { object oItem = GetItemInSlot(INVENTORY_SLOT_BODY, GetItemActivator()); if(GetTag(oItem) == "<>") { <Put the code you want to happen if the armor is being worn...> } } Link to comment Share on other sites More sharing options...
djh269 Posted May 11, 2014 Author Share Posted May 11, 2014 I want to be able to have a piece of armor that is in the usual equipable slot, but I want to be able activate the armor on the normal forearm activation button (with the armor icon appearing there as well). Link to comment Share on other sites More sharing options...
Malxados Posted May 12, 2014 Share Posted May 12, 2014 I want to be able to have a piece of armor that is in the usual equipable slot, but I want to be able activate the armor on the normal forearm activation button (with the armor icon appearing there as well). I'm not sure if you could do that with armor or not, but as I said before a good way for you to make an armband would be to look at another armband (especially the .uti file and the corresponding line in spells.2da, I believe) and either use it as a template or just modify it; pretty sure that's how I did it. You might want to try to get it working with just a straight armband, and then try to change it to be an armor and see if that works. Link to comment Share on other sites More sharing options...
shockix Posted May 12, 2014 Share Posted May 12, 2014 I want to be able to have a piece of armor that is in the usual equipable slot, but I want to be able activate the armor on the normal forearm activation button (with the armor icon appearing there as well). I don't think it can be done that way. I tried to create an armor with a property similar to a forearm shield. It never appeared on the forearm activation button. I guess only items from a certain type will appear there (armbands and stimulants). But you probably don't want an armband slot to be used for this. Here is what you could do : You create an uti file similar to a Stimulant but with unlimited use. You give it the same icon and name as the armor. You make it fire a new spell in spells.2da that will activate the speed effect if the armor is equipped. You could also try to use the script command : EventActivateItem(object oItem, location lTarget, object oTarget=OBJECT_INVALID); to activate the armor effect. I'm not sure it will work though. Link to comment Share on other sites More sharing options...
djh269 Posted May 12, 2014 Author Share Posted May 12, 2014 Ahhh, I'll try playing around with the script and see what happens. I'm debating trying to somehow tweak the appearance 2da to run faster but I don't think that's going to help with what I want. But thank you everyone for giving me tips and hints, I'm glad there this forum is still active Link to comment Share on other sites More sharing options...
shockix Posted May 12, 2014 Share Posted May 12, 2014 I just edited my previous post. Check it out. Link to comment Share on other sites More sharing options...
Sithspecter Posted May 13, 2014 Share Posted May 13, 2014 Ahhh, I'll try playing around with the script and see what happens. I'm debating trying to somehow tweak the appearance 2da to run faster but I don't think that's going to help with what I want. As far as I've been able to tell, changing the run speed in appearance.2da doesn't do anything. Just my experience. However, do experiment and if it works, let us know about it! Link to comment Share on other sites More sharing options...
djh269 Posted January 1, 2016 Author Share Posted January 1, 2016 As far as I've been able to tell, changing the run speed in appearance.2da doesn't do anything. Just my experience. However, do experiment and if it works, let us know about it! This is a while back, but I've been able to edit the appearance with this: moverate = FAST (instead of NORM) drivemaxspeed = 20.0 (instead of 5.4) And it works! Many thanks, djh269 Link to comment Share on other sites More sharing options...
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